Page 9 of 16
Re: Implementing variants

Posted:
21 Dec 2012, 16:45
by moomarc
swordshine wrote:moomarc wrote:If you used the card template script to get the card outline, the hand/life modifier should be correct seeing as it's grabbed from arch's mtgdata file which is in turn taken from gatherer. If an image on cardforge is wrong, just let me know. Some of my images might be old and were corrected since the initial release.
Thanks, the life modifier from both pictures of
Royal Assassin Avatar is -3, but the template gives +0.
I've fixed the image for this one. Anyone that had downloaded it already via either of the download buttons should delete it and download again. (I fixed the LQ and set downloads, but unfortunately I can't do anything about the magicinfo one - luckily we don't actually use those HQ links for anything anymore)
Re: Implementing variants

Posted:
07 Jan 2013, 07:18
by Hellfish
Tinkering with Planechase, will branch once it's playable (Needs a menu screen, a bit of rules-proofing and some UI hooks). The problem is, I have no idea how to make the AI play smart. That is, how not to sink all mana into rolling the planar dice unless the current plane is terrible or not to roll if the plane is fine but the chaos effect would kill it etc.. Anybody got any ideas for this?
Re: Implementing variants

Posted:
13 Jan 2013, 15:44
by Hellfish
Little progress update:
Home screen is in.
Planes affect the gamestate correctly.
Planar Dice is rollable.
Chaos Trigger is functional.
11 Planes scripted.
Things I need to keep working on:
Planar Deck Editor
Presentation of Planar Dice ability (Currently you have to use the Flashback button of the Plane's owner...)
Planeswalking is glitched.
EDIT:Targeting on Chaos abilities is wonky too..
Re: Implementing variants

Posted:
13 Jan 2013, 17:23
by Max mtg
r19039: Extra section in deck class were cut, any special cardgroup is kept in sideboard now - commander card, planes or schemes. Since none of these formats really uses a sideboard.
Vanguard avatar is still a separate section.
Re: Implementing variants

Posted:
13 Jan 2013, 17:38
by friarsol
Max mtg wrote:r19039: Extra section in deck class were cut, any special cardgroup is kept in sideboard now - commander card, planes or schemes. Since none of these formats really uses a sideboard.
Commander definitely has
optional sideboard rules. Also, why couldn't you have a sideboard for the other formats? That seems shortsighted to me.
Re: Implementing variants

Posted:
13 Jan 2013, 18:20
by Max mtg
No problem about commader's sideboard - the legendary creature will take avatar's place then.
friarsol wrote:Also, why couldn't you have a sideboard for the other formats? That seems shortsighted to me.
Two deck sections and a single special card are somehow manageable, but have you ever seed a PC or archenemy deck with sideboards? I guess not because of too big complexity of that setup.
Re: Implementing variants

Posted:
13 Jan 2013, 18:35
by Hellfish
Yeah, I gotta say I disagree with this change. Just because we havn't seen a Planechase deck with sideboard doesn't mean the ability to build one shouldn't be included since it's fully within the rules to have a sideboard in any variant/format.
EDIT: Except Commander, I guess. It doesn't explicitly state that no sideboard is allowed in neither wizards own comprules or on mtgcommander.net,though.

Re: Implementing variants

Posted:
13 Jan 2013, 19:42
by Max mtg
Ok, I understand you are speaking in favour of supporting some most exotic feature combinations to bring variety and diversity.
But when will you be able to build up the infrastructure to use that features? I mean deckeditor to support both sideboard and planes in a deck, AI to manage both schemes and sideboards? Or make it playable over network so that players might face each other with such very special deck?
That is why I suppose it would be better to leave my change until the moment when the player is able to take advantage of archenemy decks with sideboard (for instance). The changes to deck class are very simple anyway.
Re: Implementing variants

Posted:
13 Jan 2013, 21:33
by Hellfish
Max mtg wrote:The changes to deck class are very simple anyway.
Ah, the changes list made it look more daunting. Alright, then.
As for the infrastructure additions, yes, that is on the radar, especially the deck editor bits.
Re: Implementing variants

Posted:
14 Jan 2013, 22:49
by Max mtg
Hellfish wrote:As for the infrastructure additions, yes, that is on the radar, especially the deck editor bits.
Yes, I eagerly expect them.
The current DeckEditor (ir what doublestrike made out of it) seems to lack support for in-memory deck collections reflection to file system folders, allows arbitrary files to open (not import) - generally that is not the intended behaviour.
so I'll wait for your changes and then return live search to editor and ensure that changed decks are properly triggering update of new game screens.
Re: Implementing variants

Posted:
20 Jan 2013, 19:47
by Hellfish
Initial commit done. Will work on deck editing next I believe.
Re: Implementing variants

Posted:
21 Jan 2013, 08:35
by Max mtg
Why not a library-2 zone for planar deck? (will be good for schemes too)
Re: Implementing variants

Posted:
21 Jan 2013, 08:42
by Hellfish
Because technically, planar and scheme decks are always in the command zone, I just havn't managed to make that play nice with the ui. A CardPanel representation of a facedown pile would do the trick, as I mentioned before but have been unable to implement.
Re: Implementing variants

Posted:
08 Feb 2013, 07:38
by moomarc
Hellfish, is there any DefinedPlayer that gets the roller of the planar die? TriggeredCardController doesn't work (that was the problem with
Goldmeadow). At this stage it should be fine to use "You" because you can only roll when you could play a sorcery, but you never know when they'll make a card that changes that.
Edit: Nevermind! It will now work with TriggeredPlayer. Sadly I had to remove your "BLACKEST TRIGGERINGOBJECT FOR THE MOST BRUTAL OF ALL TRIGGERS! NOOOOOTHIIIIIING!" comment.

Re: Implementing variants

Posted:
08 Feb 2013, 09:39
by Hellfish
Murderface approves.
