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Remaining Cards

PostPosted: 25 Jun 2013, 01:46
by friarsol
I was going briefly through the cards that are remaining, and I think some to most of these should be scriptable, or added without major code additions:

I'll keep making my way through the rest of the list and post other cards I think may be doable.

Veiled Crocodile
Twist Allegiance
Truth or Tale
Timesifter
Tide of War DONE
Three Wishes
Thought Dissector DONE
Stronghold Gambit
Steam Vines
Sporogenesis
Spatial Binding DONE
Soul Echo
Shieldmage Advocate
Samite Blessing DONE
Rogue Skycaptain

Kudzu DONE

Edit: Batch 2

Risky Move
Reversal of Fortune
Rebirth
Puppet Master DONE
Preferred Selection
Plunge into Darkness
Planar Overlay
Ogre Geargrabber
Mishra's War Machine
Mindbender Spores DONE
Mangara's Equity
Lim-Dul's Hex
Joven's Ferrets DONE
Invasion Plans

Re: Remaining Cards

PostPosted: 25 Jun 2013, 02:51
by swordshine
Veiled Crocodile is not scriptable, the rule says "10/4/2004: It can trigger even if a player's hand is empty momentarily during the middle of the resolution of a spell or ability."

Re: Remaining Cards

PostPosted: 18 Jul 2013, 08:47
by moomarc
Thanks for the list Sol. Found myself rather short on time lately so being able to take a quick glance here was perfect. 8)

Re: Remaining Cards

PostPosted: 18 Jul 2013, 15:35
by Agetian
We actually discussed Mishra's War Machine with swordshine recently, and he provided a script template for it but mentioned that it needed some code changes to work properly. Here's a quote from him including the script template - if anyone can build up on this, maybe it's not too hard to implement:

swordshine wrote:I think the previous scripts containing "if a source deals damage to sb./sth. this way" are not perfect. Those cards cannot work with damage prevention or redirection. I have a script of Mishra's War Machine here:

Mishra's War Machine | Close
Name:Mishra's War Machine
ManaCost:7
Types:Artifact Creature Juggernaut
PT:5/5
K:Banding
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigDealDamage | TriggerDescription$ At the beginning of your upkeep, CARDNAME deals 3 damage to you unless you discard a card. If CARDNAME deals damage to you this way, tap it.
SVar:TrigDealDamage:AB$ DealDamage | Cost$ 0 | Defined$ You | NumDmg$ 3 | UnlessPayer$ You | UnlessCost$ Discard<1/Card> | RememberDamaged$ True | SubAbility$ DBTap
SVar:DBTap:DB$ Tap | ConditionCheckSVar$ X | References$ X | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Count$RememberedSize
SVar:Picture:http://www.wizards.com/global/images/magic/general/mishras_war_machine.jpg


The condition check part is somewhat tricky. It might work with damage prevention, but if the damage redirects to another entity, this script might be wrong.

To improve the script, I think we should update the code to deal with remembered player, something like "ConditionCheckRememberedPlayer$ You".

Re: Remaining Cards

PostPosted: 19 Jul 2013, 00:52
by friarsol
I'm putting together a spreadsheet of the Remaining Cards. If you are interested in it, I can share it out to you, just PM me your email.

Re: Remaining Cards

PostPosted: 19 Jul 2013, 14:21
by Agetian
friarsol wrote:I'm putting together a spreadsheet of the Remaining Cards. If you are interested in it, I can share it out to you, just PM me your email.
Thanks for sharing, Sol!

- Agetian

Re: Remaining Cards

PostPosted: 19 Jul 2013, 15:29
by moomarc
As we add cards, would you prefer us to delete them from the spread sheet or just add a strikethrough?

Re: Remaining Cards

PostPosted: 19 Jul 2013, 16:03
by friarsol
moomarc wrote:As we add cards, would you prefer us to delete them from the spread sheet or just add a strikethrough?
Strikethrough is fine. I'll go through and clean those out periodically, but it's better for historical that it's still there so I don't try adding it again.

Re: Remaining Cards

PostPosted: 22 Jul 2013, 06:14
by swordshine
It's easy to implement Planar Overlay, but I don't know how to improve AI. I think it's a little unfair for AI if we simply use "WorstCard" logic. Is that an NP-hard problem?

Re: Remaining Cards

PostPosted: 22 Jul 2013, 08:50
by Sloth
swordshine wrote:It's easy to implement Planar Overlay, but I don't know how to improve AI. I think it's a little unfair for AI if we simply use "WorstCard" logic. Is that an NP-hard problem?
I don't think that the AI is problematic. In most cases it will choose two basic lands and that's fine. Choosing a dual land twice is sometimes better, but whatever.

Re: Remaining Cards

PostPosted: 31 Jul 2013, 14:41
by friarsol
Ok, so for everyone updating the Remaining Cards spreadsheet thanks for your effort.

Here's my general ideas:
Strike-out cards you script and commit.
Each release I'll go through and delete all of the struck-out cards.
If by the time you get around to updating the sheet, and the cards you are updating are already in the most recent release, feel free to just delete them.

This way the sheet will have all cards missing from the most recent release, and the struck-out cards will be the cards coming in the next release.