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Commander 2017 spoiler season

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Re: Commander 2017 spoiler season

Postby 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.
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Re: Commander 2017 spoiler season

Postby 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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Re: Commander 2017 spoiler season

Postby 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 :(

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.
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Re: Commander 2017 spoiler season

Postby 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.

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Re: Commander 2017 spoiler season

Postby Marek14 » 10 Aug 2017, 16:16

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
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.

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.
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Re: Commander 2017 spoiler season

Postby Agetian » 10 Aug 2017, 16:18

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.
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?

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Re: Commander 2017 spoiler season

Postby Marek14 » 10 Aug 2017, 16:22

Agetian wrote:
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.
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?

- Agetian
Yup. As long as that creature still has at least one bounty counter when it dies.

Gotcha! Thanks! :)

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Re: Commander 2017 spoiler season

Postby 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

Postby 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

Postby friarsol » 10 Aug 2017, 23:26

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?

- Agetian
Nothing interesting. You reveal 0 cards and shuffle your library.
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Re: Commander 2017 spoiler season

Postby Agetian » 11 Aug 2017, 04:35

friarsol wrote:
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?

- Agetian
Nothing interesting. You reveal 0 cards and shuffle your library.
Ok, thanks for confirming! :) 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

Postby 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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Re: Commander 2017 spoiler season

Postby 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

Postby 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.
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
Commander 2017.txt
(7.46 KiB) Downloaded 224 times
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

Postby twosat » 11 Aug 2017, 20:54

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
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".
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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