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StaticEffectFactory

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Re: StaticEffectFactory

Postby Chris H. » 13 Jul 2011, 19:19

jeffwadsworth wrote:Chris, just do something like

S:Mode$ Continuous | Affected$ Creature.EnchantedBy+Blue | AddPower$ 1 | AddToughness$ 1 | AddKeyword$ Shroud
and use
Threshold$ True for the other one.
`
Thank you Jeff. Let me continue with the easier conversions first. I am planning to release the next beta on Friday as I think that an every other Friday release may be best for our dev team. It looks like we should have a good number of static ability and aura cards for the users to test.

I will want to run a few tests with the harder conversions. I also want to make sure that Sol and Sloth move forward at their own comfortable pace and I do not want to rush them. :)
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Re: StaticEffectFactory

Postby friarsol » 13 Jul 2011, 19:26

Chris H. wrote:I will want to run a few tests with the harder conversions. I also want to make sure that Sol and Sloth move forward at their own comfortable pace and I do not want to rush them. :)
Feel free to convert away. While the AI might not be quite as good for Pump as enPump currently is, it won't take very long to get to that point. Attach_Curse is already "smarter" than enPumpCurse, so feel free to convert those as well.

Plus we still have some lingering issues with enPump not Targeting (or attaching) properly. I think the gain of cards functioning more consistently is more important than a temporary reduced AI optimization.
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Re: StaticEffectFactory

Postby jeffwadsworth » 13 Jul 2011, 20:47

I also want to make sure that Sol and Sloth move forward at their own comfortable pace and I do not want to rush them. :)
*Sticks in a trident into Sol and Sloth...*

I will start the Levelers conversion after the next beta.
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Re: StaticEffectFactory

Postby Chris H. » 13 Jul 2011, 20:51

friarsol wrote:Feel free to convert away. While the AI might not be quite as good for Pump as enPump currently is, it won't take very long to get to that point. Attach_Curse is already "smarter" than enPumpCurse, so feel free to convert those as well.

Plus we still have some lingering issues with enPump not Targeting (or attaching) properly. I think the gain of cards functioning more consistently is more important than a temporary reduced AI optimization.
`
As of rev 10720 we only have 51 cards using either enPump or enPumpCurse left to convert. We are getting really close to being able to comment out that old section of code.

Granted, we still have the various generic aura keyword cards. There may be a few hard coded ones that can be converted.

OH, BTW, I imagine that AF_Attach with an additional field will also be able to handle the eqPump cards.
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Re: StaticEffectFactory

Postby Sloth » 13 Jul 2011, 20:54

I've just added some auras with non-standard targets, but now I realize that we don't have a proper "fall off" check for them. It should be easy to add the code for this, but what should be the syntax?
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Re: StaticEffectFactory

Postby friarsol » 13 Jul 2011, 21:45

Sloth wrote:I've just added some auras with non-standard targets, but now I realize that we don't have a proper "fall off" check for them. It should be easy to add the code for this, but what should be the syntax?
Are you sure? I thought I added this already?
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Re: StaticEffectFactory

Postby friarsol » 13 Jul 2011, 21:52

Chris H. wrote:OH, BTW, I imagine that AF_Attach with an additional field will also be able to handle the eqPump cards.
Equipments don't attach on targeting, so they don't fall into the SP$Attach category. There will be an AB$ Attach at some point down the line that we can replace eqPump with. It probably will use the exact some AI functions that already exists and will look pretty much the same. I don't know if we even need any additional fields to handle them.
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Re: StaticEffectFactory

Postby Chris H. » 14 Jul 2011, 00:49

I was able to convert all of the auras using enPump and enPumpCurse to AF_Attach. There are three auras using stPumpEnchanted in a format that I am unsure about. That is, I was not able to come up with script that I was sure would work.

These three auras are:

Favorable Destiny
Helm of the Ghastlord
Snow Devil
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Re: StaticEffectFactory

Postby friarsol » 14 Jul 2011, 01:54

Chris H. wrote:I was able to convert all of the auras using enPump and enPumpCurse to AF_Attach. There are three auras using stPumpEnchanted in a format that I am unsure about. That is, I was not able to come up with script that I was sure would work.

These three auras are:

Favorable Destiny
Helm of the Ghastlord
Snow Devil
Awesome. You and Jeff really tore through all those cards. I'm sure those three have a reliable way to be scripted. I'll take a look at the other hardcoded Auras and see which ones can possibly be converted or possibly create a new Logic for it.
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Re: StaticEffectFactory

Postby Chris H. » 14 Jul 2011, 02:23

friarsol wrote:Awesome. You and Jeff really tore through all those cards. I'm sure those three have a reliable way to be scripted. I'll take a look at the other hardcoded Auras and see which ones can possibly be converted or possibly create a new Logic for it.
`
We also still have the auras that use the generic aura keyword. They will have to be looked at one by one. I do not now how many there are or how many of them can be converted.
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Re: StaticEffectFactory

Postby friarsol » 14 Jul 2011, 02:44

Chris H. wrote:We also still have the auras that use the generic aura keyword. They will have to be looked at one by one. I do not now how many there are or how many of them can be converted.
I just put a print in the generic Aura function and these are the ones that returned

Auras | Open
Animal Boneyard (8838)
Animate Artifact (8840)
Animate Wall (8843)
Aspect of Wolf (8984)
Backfire (9082)
Barbed Field (9133)
Betrayal (9245)
Binding Agony (9252)
Blight (9307)
Bloodfire Infusion (9361)
Brainwash (9486)
Caribou Range (9655)
Caustic Tar (9699)
Contaminated Ground (9965)
Corrupted Zendikon (10010)
Crusher Zendikon (10103)
Curse of Chains (10137)
Cursed Land (10142)
Demonic Appetite (10344)
Disappear (10424)
Druid's Call (10592)
Elemental Mastery (10701)
Elvish Guidance (10735)
Farmstead (10978)
Fatal Attraction (10983)
Feedback (11004)
Festering Wound (11039)
Forbidden Lore (11233)
Genju of the Realm (11401)
Goblin Caves (11551)
Goblin Shrine (11603)
Guardian Zendikon (11784)
Hostile Realm (12043)
Incendiary (12159)
Insolence (12215)
Leafdrake Roost (12695)
Lignify (12780)
Living Artifact (12802)
Luminous Wake (12890)
Lush Growth (12900)
Maddening Wind (12913)
Momentum (13283)
Necromantic Thirst (13479)
Noxious Field (13608)
Overgrowth (13775)
Parasitic Bond (13827)
Parasitic Implant (13828)
Pillory of the Sleepless (13983)
Pooling Venom (14055)
Power Artifact (14070)
Psychic Venom (14154)
Ragged Veins (14264)
Relic Putrescence (14437)
Seizures (14921)
Soul Bleed (15390)
Spirit Loop (15523)
Spirit Mantle (15524)
Spirit Shackle (15525)
Squirrel Nest (15594)
Steel of the Godhead (15645)
Stupefying Touch (15762)
Sunken Field (15807)
Vastwood Zendikon (16530)
Venarian Gold (16558)
Verdant Field (16579)
Viridian Harvest (16650)
Wanderlust (16818)
Warp Artifact (16836)
Wellspring (16893)
Wild Growth (16943)
Wind Zendikon (16971)
Withering Hex (17028)
Yoke of the Damned (17129)
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Re: StaticEffectFactory

Postby Chris H. » 14 Jul 2011, 12:06

friarsol wrote:I just put a print in the generic Aura function and these are the ones that returned

Auras | Open
Animal Boneyard (8838)
Animate Artifact (8840)
Animate Wall (8843)
Aspect of Wolf (8984)
Backfire (9082)
Barbed Field (9133)
Betrayal (9245)
Binding Agony (9252)
Blight (9307)
Bloodfire Infusion (9361)
Brainwash (9486)
Caribou Range (9655)
Caustic Tar (9699)
Contaminated Ground (9965)
Corrupted Zendikon (10010)
Crusher Zendikon (10103)
Curse of Chains (10137)
Cursed Land (10142)
Demonic Appetite (10344)
Disappear (10424)
Druid's Call (10592)
Elemental Mastery (10701)
Elvish Guidance (10735)
Farmstead (10978)
Fatal Attraction (10983)
Feedback (11004)
Festering Wound (11039)
Forbidden Lore (11233)
Genju of the Realm (11401)
Goblin Caves (11551)
Goblin Shrine (11603)
Guardian Zendikon (11784)
Hostile Realm (12043)
Incendiary (12159)
Insolence (12215)
Leafdrake Roost (12695)
Lignify (12780)
Living Artifact (12802)
Luminous Wake (12890)
Lush Growth (12900)
Maddening Wind (12913)
Momentum (13283)
Necromantic Thirst (13479)
Noxious Field (13608)
Overgrowth (13775)
Parasitic Bond (13827)
Parasitic Implant (13828)
Pillory of the Sleepless (13983)
Pooling Venom (14055)
Power Artifact (14070)
Psychic Venom (14154)
Ragged Veins (14264)
Relic Putrescence (14437)
Seizures (14921)
Soul Bleed (15390)
Spirit Loop (15523)
Spirit Mantle (15524)
Spirit Shackle (15525)
Squirrel Nest (15594)
Steel of the Godhead (15645)
Stupefying Touch (15762)
Sunken Field (15807)
Vastwood Zendikon (16530)
Venarian Gold (16558)
Verdant Field (16579)
Viridian Harvest (16650)
Wanderlust (16818)
Warp Artifact (16836)
Wellspring (16893)
Wild Growth (16943)
Wind Zendikon (16971)
Withering Hex (17028)
Yoke of the Damned (17129)
`
Ah, thank you for the listing. It looks like there are 73 cards. I think that the generic aura code is fairly simple. Adding the AF_Attach to these cards and commenting out the generic aura code should leave us with functional auras I would imagine?

Whatever static keywords these cards contain are another question. I am not as up to date on the static conversions as is Jeff.
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Re: StaticEffectFactory

Postby friarsol » 14 Jul 2011, 12:16

Chris H. wrote:Ah, thank you for the listing. It looks like there are 73 cards. I think that the generic aura code is fairly simple. Adding the AF_Attach to these cards and commenting out the generic aura code should leave us with functional auras I would imagine?

Whatever static keywords these cards contain are another question. I am not as up to date on the static conversions as is Jeff.
I'd be surprised if most of these aren't already converted to some type of Static, Trigger, or AF.
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Re: StaticEffectFactory

Postby Chris H. » 14 Jul 2011, 12:35

friarsol wrote:I'd be surprised if most of these aren't already converted to some type of Static, Trigger, or AF.
`
I took a quick look at the generic aura code and there is not much there. It basically is just targeting and that can be done via AF_Attach which also handles the pump vs curse tageting for the computer.

The actual abilites handled by these auras are not a part of the generic aura code. We can convert the few remaining old style static keywords to the new StaticAbility separately.
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Re: StaticEffectFactory

Postby Sloth » 14 Jul 2011, 12:53

friarsol wrote:
Sloth wrote:I've just added some auras with non-standard targets, but now I realize that we don't have a proper "fall off" check for them. It should be easy to add the code for this, but what should be the syntax?
Are you sure? I thought I added this already?
Ah, found it: the target valid stuff in checkStateEffects. Nice implementation Sol.

Sidenote: Can we delete all enpump code now? I don't see a reason not to.
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