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Implementing variants

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Re: Implementing variants

Postby moomarc » 26 Nov 2012, 12:42

Hellfish wrote:Also, unrelated, while you're working with the pic downloads, could you take a look at a few? They don't seem to want to download.
AEthertow [SHM - Shadowmoor]
Circle of Protection: Black [9ED - Core Set - Ninth Edition]
Circle of Protection: Red [9ED - Core Set - Ninth Edition]
These should be fixed. Please let me know if there's still an issue or if you come across any other problem images. Generally it's caused by capitalization problems in the decrypted filenames (in this case capitalised Of in the circles and Ae instead of AE).
-Marc
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Re: Implementing variants

Postby Max mtg » 26 Nov 2012, 12:57

I have also changed deck for commander. Hope it does not break your concepts
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Re: Implementing variants

Postby ZzzzSleep » 26 Nov 2012, 13:02

Max mtg wrote:There's another source of problems:
Code: Select all
    public boolean isTraditional() {
        return !(getType().contains("Vanguard") || getType().contains("Scheme") || getType().contains("Plane"));
    }
Wouldn't this code also catch Planeswalkers, as their card type contains the string "Plane"?
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Re: Implementing variants

Postby moomarc » 27 Nov 2012, 11:31

Thanks for those fixes Sloth. Everything seems to be in working order for Vanguard now. I propose that, if we want to include it in Friday's beta, we need to merge tonight so that there's at least two daily builds that see a wider test group. I don't see any major issues other than the occasional parameter on an effect that Hellfish missed so that they work from the command zone. There are also probably a few new ones in trunk that need the activation/trigger/effectZone changed to Command.
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Re: Implementing variants

Postby Hellfish » 27 Nov 2012, 12:43

Agreed, feel free to merge (You can do it! :mrgreen: ) .Otherwise I'll do it after work in ~4 hrs.
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Re: Implementing variants

Postby moomarc » 27 Nov 2012, 12:48

Hellfish wrote:Agreed, feel free to merge (You can do it! :mrgreen: ) .Otherwise I'll do it after work in ~4 hrs.
I'm afraid I'm going to duck my head shamefully and wait until you can do it. Just two conflicts when I merged the trunk in last time was enough to get me on edge. Then the debacle that followed... no-sir-ee. I'll stick to the bit's I'm more comfortable with and slowly work up to project-wide merges. =P~ :mrgreen:
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Re: Implementing variants

Postby moomarc » 27 Nov 2012, 13:28

Just spotted one small oversight. Any affect that exiled itself (generally for 'next time' events) the Origing needed to be changed to Command instead of Battlefield. Made life easier with all scripts using that action using the same svar name. :D (I checked for the same pattern anyway but nothing came up).

Busy committing... [DONE]
No more commits to that branch from me until after the merge.
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Re: Implementing variants

Postby moomarc » 27 Nov 2012, 15:39

Here's a mockup script for Planechase. I'm not sure how much will be handled by standard code, so I just put everything in the script:
Academy at Tolaria West | Open
Code: Select all
Name:Academy at Tolaria West
ManaCost:no cost
Types:Plane Dominaria
Text:no text
T:Mode$ Phase | Phase$ End of Turn | ValidPlayer$ You | TriggerZones$ Command | IsPresent$ Card.YouCtrl | PresentZone$ Hand | PresentCompare$ EQ0 | Execute$ AcademicDraw | TriggerDescription$ At the beginning of your end step, if you have no cards in hand, draw seven cards.
SVar:AcademicDraw:AB$ Draw | Cost$ 0 | Defined$ You | NumCards$ 7
T:Mode$ PlanarDice | Result$ Chaos | ValidPlayer$ You | TriggerZones$ Command | Execute$ RolledChaos | TriggerDescription$ Whenever you roll Chaos, discard your hand.
SVar:RolledChaos:AB$ Discard | Cost$ 0 | Mode$ Hand | Defined$ You
T:Mode$ PlanarDice | Result$ Planeswalk | ValidPlayer$ You | TriggerZones$ Command | Execute$ RolledChaos | Secondary$ True | TriggerDescription$ Whenever you roll Planeswalk, put this card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up
SVar:RolledWalk:AB$ Planeswalk | Cost$ 0 | Defined$ You
A:AB$ RollPlanarDice | Cost$ RolledThisTurn | SorcerySpeed$ True | ActivationZone$ Command | SpellDescription$ Roll the planar dice.
SVar:RolledThisTurn:Count$RolledThisTurn
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/academy_at_tolaria_west.jpg
SetInfo:HOP|Common|http://magiccards.info/extras/plane/planechase/academy-at-tolaria-west.jpg
End
Obviously a lot of that is just for mockup. We would need a counting method for RolledThisTurn (the number of times the planar dice were rolled so far), the triggers for the dice results (I used separate triggers so to allow for the Chaotic AEther Phenomenon which could just create an effect that adds an effect with the blank roll trigger executing RolledChaos - as long as RolledChaos is always used). I assume there's better ways to handle some of it but thought this gives you a starting poin at least.

I'd recommend looking through the Phenomenon cards from PC2 because some of them seem likely to cause trouble if not taken into account early in the variant's development.
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Re: Implementing variants

Postby Hellfish » 27 Nov 2012, 21:36

4 hrs my foot, real life,slow broadband and file conflicts up the wazoo saw to that :lol: But I'm on it now.

Thanks for the pointers, Marc. We'll see if I go for the schemes or planes next. :)
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Re: Implementing variants

Postby Hellfish » 27 Nov 2012, 21:41

Max mtg wrote:I have also changed deck for commander. Hope it does not break your concepts
Almost missed this,sorry :oops:
No no, that's fine. I have nothing set in stone for Commander yet.
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Re: Implementing variants

Postby friarsol » 28 Nov 2012, 01:03

Thoughts on Vanguard (since it's my first play through):

Vanguards should be written in the Log
Sisay should not appear for AI.

(Will edit if I get some more)
We really should have a Quest Challenge use Vanguard :D

Edit: This isn't really Vanguard specific, but is more noticeable with Vanguard, maybe Hovering on the Hand icon should list a Player's Max Hand Size.

The tabs should be renamed. Player 1 should be Human, Players 2-8 Should say Computer(X-1)
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Re: Implementing variants

Postby moomarc » 28 Nov 2012, 07:45

friarsol wrote:Thoughts on Vanguard (since it's my first play through):

Vanguards should be written in the Log
Sisay should not appear for AI.

(Will edit if I get some more)
We really should have a Quest Challenge use Vanguard :D

Edit: This isn't really Vanguard specific, but is more noticeable with Vanguard, maybe Hovering on the Hand icon should list a Player's Max Hand Size.

The tabs should be renamed. Player 1 should be Human, Players 2-8 Should say Computer(X-1)
I've adjusted the tab labels so that they read Human, Opponent 1, Opponent 2...
I figured opponent was more flexible for later network play (although I suppose it'll probably have to change a bunch anyway)
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Re: Implementing variants

Postby Hellfish » 28 Nov 2012, 08:17

Thanks, Marc, but the changeTabs method will need the same tweak otherwise the tabs will change name when they are readded.
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Re: Implementing variants

Postby moomarc » 28 Nov 2012, 08:20

Hellfish wrote:Thanks, Marc, but the changeTabs method will need the same tweak otherwise the tabs will change name when they are readded.
Thanks for pointing it out. Will change that and commit with the updated tooltip for the Hand icon.

EDIT: Both done! The tooltip doesn't seem to update straight away, but that should be fine.
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Re: Implementing variants

Postby Chris H. » 28 Nov 2012, 18:17

I have a local copy of the CCGH HQ avatar pics on my hd. I removed the border and then scaled the pics down to the LQ size of 200 x 285 pixels and saved them at 100%.

Marc, can you take a look at these as they may be better than a few of the pics located at cardforge and you may want to use mine instead:
 
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vanguard_avatars.zip
(1.11 MiB) Downloaded 418 times
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