Forge version 1.5.24

Tentative target release date: Friday August 15 2014.
High Quality Resources for Collectible Card Games
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=52&t=14962
timmermac wrote:Never mind... Looked at the SVN log... Can't wait until either a new snapshot or 1.5.24 comes out for Magical Hack. bwahahahahahaha![]()
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Some questions:elcnesh wrote:In r27031, I added support for cards changing text (like Trait Doctoring). It works by changing all occurrences of the specified word in all ability parameter values, which works in everything I've tried testing (which is quite a lot). It fails with some hardcoded cards (like Omnath, Locus of Mana), which I'll investigate and try to fix in the near future.
It shouldn't affect cards that haven't any of these effects applied to them, but I changed quite a bit of code, so I'll keep my eyes open for any bugs this change causes.
I added a 200ms delay for phases you have stops on, which is what AI vs. AI playback does. I can take that out easily if people don't like it. The main reason I added it was so you'd have the ability to cancel ending the turn now that I added support for that.Fizanko wrote:using r27034, i was about to report that when i click on "End Turn" , the phases inside of a turn complete automatically noticably much slower than before.
But i just saw the post of drdev in that thread, is it linked to that new functionality or is there really an unintended slowdown of the End Turn fuction ?
I don't think it should be taken out, if people don't like the small delay, we should be able to add a preference for how long each phase stops while in this mode.drdev wrote:I added a 200ms delay for phases you have stops on, which is what AI vs. AI playback does. I can take that out easily if people don't like it. The main reason I added it was so you'd have the ability to cancel ending the turn now that I added support for that.
Yup, it should. I added some logic to handle this kind of changes.Marek14 wrote:Some questions:
1. Does this work with multiple changing effects? For example:
Take Akroma, Angel of Wrath. Use Sleight of Mind, changing black to red -> Akroma will have two instances of protection from red. Then another Sleight of Mind changes red to green and Akroma should now have two instances of protection from green.
Does it correctly resolve combinations of temporary and permanent changes?
I'll check these, as I already found something that isn't working. Thanks!Marek14 wrote:2. Does this have exceptions for things that should NOT be affected? Things like:
Fear - should have black hardcoded
Soulshift - should always affect Spirits even if the card is modified by Artificial Evolution
Protection from all colors - it's a shorthand for "protection from white, protection from blue, protection from black, protection from red, protection from green", using some tricks you can use Cephalid Snitch to eliminate just some of the protections, but since it doesn't actually use the color words, it's not affected.
Living weapon - the color and creature type of the token are hardcoded and can't be changed.
Yup.Marek14 wrote:3. Does this also modify the type line? This is important for Hack effects and Artificial Evolution.
Both work.Marek14 wrote:4. Do these effects work correctly with tokens? There are two main interactions, one is changing color of future tokens, second is changing their creature type with Artificial Evolution, which can also change their name if no name is specified. Will this cause Forge to find wrong image for them or no image at all?
Hmm, I tested this, but now I immediately find a counter-example. I'll investigate.Marek14 wrote:5. Are the abilities that trigger/are activated "locked in", unaffected by further text changes to the originating card?
Works for targeting, but not yet for costs. Something to do with the order in which Forge applies things. Will fix.Marek14 wrote:6. Swirl the Mists has some special interactions that don't occur for other text-changing cards since it affects spells even during casting. Once you start casting a spell, it moves onto stack, and Swirl the Mists can affect it. For example, Force of Will's alternate cost will be affected (if Swirl the Mists set to "green" is on the battlefield, its alternative cost will require exiling a green card from hand).
If you cast Ulasht from the command zone, it'll check the counters as a replacement effect to entering the battlefield, so it won't be affected by Swirl the Mists. If it enters from the stack, I can't think of any reason why Swirl the Mists wouldn't affect it.Marek14 wrote:7. I know there was something strange about rules interactions between Swirl the Mists and Ulasht, the Hate Seed, I was told that its "as enters the battlefield" ability is not affected by Swirl the Mists, but I didn't really understand why or whether that also works for other text-changing abilities.
Yes, although they're now just replaced in the card window. I'll add some markup like strikethrough so you know exactly what happened.Marek14 wrote:8. Are the text changes visible in the card text? Specifically, is there anything pointing them out? Shandalar made the replaced words all in CAPITALS so they's attract attention, but it could be also possible to add a line to card description per every change.
Well, if you cast it from command zone, it also enters from the stack.elcnesh wrote:If you cast Ulasht from the command zone, it'll check the counters as a replacement effect to entering the battlefield, so it won't be affected by Swirl the Mists. If it enters from the stack, I can't think of any reason why Swirl the Mists wouldn't affect it.
Not entirely sure whether this is true.Actually, the text-changing effect of Swirl the Mists won't affect enters-the-battlefield replacement effects at all. For the Ulasht example, even though the text-changing effect is applied to Ulasht both while Ulasht is a spell on the stack and while Ulasht is on the battlefield, it won't affect the colors of creatures Ulasht's replacement effect looks for. That's because, when making the determination of how to apply Ulasht's replacement effect, the game checks how it would look on the battlefield, and the continuous effect of Swirl the Mists isn't any of the things it takes into account when doing that, so the effect still checks the number of red and the number of green creatures.