Page 1 of 1

Keyword Reduction

PostPosted: 11 Jul 2011, 03:20
by friarsol
I was looking through some of the available Keywords during my Attach AI Improvements and found a bunch of the old "Islandhome" and company keywords hanging out in this function CombatUtil.canAttackNextTurn()

It seems to me most of the cards/keywords referenced in here can be converted to a Continuous Static of CARDNAME can't attack.

Cards:
Peacekeeper
Harbor Serpent
Blazing Archon
Reverence
Ensnaring Bridge
Kulrath Knight ? (not sure if we have "Any" for Counter checking)

Keywords:
CARDNAME can't attack if defending player controls an untapped creature with power ...
CARDNAME can't attack unless defending player controls an Island.
CARDNAME can't attack unless defending player controls a Forest.
CARDNAME can't attack unless defending player controls a Swamp.
CARDNAME can't attack unless defending player controls a Mountain.
CARDNAME can't attack unless defending player controls a snow land.
CARDNAME can't attack unless defending player controls a blue permanent.

In addition, I was curious on everyone's thoughts about splitting cards like Pacifism into granting two abilities: CARDNAME can't attack & CARDNAME can't block instead of CARDNAME can't attack or block. While this reduction is mostly cosmetic, it might make things easier for any necessary Keyword comparison if they were granted separately.

At some point we'll need to make the distinction between some of these "Can't Attack You" cards, as Creatures can still attack your Planeswalkers with a Blazing Archon in play.

Re: Keyword Reduction

PostPosted: 11 Jul 2011, 17:06
by jeffwadsworth
I can convert the rest of those cards over once I finish with the stPumpSelf stuff. I will try to separate the attack/block keywords.

Speaking of keywords, I haven't seen anyone offer an opinion on the Levelers...so I am leaving them alone for now.

Re: Keyword Reduction

PostPosted: 12 Jul 2011, 01:34
by friarsol
jeffwadsworth wrote:Speaking of keywords, I haven't seen anyone offer an opinion on the Levelers...so I am leaving them alone for now.
When you first mentioned Levelers I thought you meant Leveler and was confused, but you meant the Level Up dudes. It might be fine to convert them. I believe their PT is set at the same time a */* dudes are set (Characteristic Defining abilities) so it might be fine to do them all the same way. I think Sloth was working on some code to handle CDAs and generic Setting, so maybe just hold off until he's done with the layering code.