2014 official cards & decks & functions from ipad
New decks and cards for Stainless Games' release
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Re: 2014 official cards & decks & functions from ipad
by thefiremind » 25 Sep 2013, 00:23
That's weird... it's on Phantom Nishoba. +1/+1 counters don't need to be defined, so I have no idea what they were trying to do there.gorem2k wrote:I don't remember which card but I found one that was using proliferate="10" .
I tried to look at the new executable and couldn't find the word "MirrorSigil", so it seems that those keywords aren't predefined and we can invent new ones if needed.gorem2k wrote:about STACK_EQUIVALENCE, Mirror-Sigil Sergeant use it as well with keyword="MirrorSigil".
Maybe it's an incentive for the AI that would be reluctant to use that card otherwise? If that's so, it could prove useful in some other scenarios.gorem2k wrote:Fertile Imagination use <AI_MODIFIERS always_use="1" />
I don't know exactly what this is doing.
The problem was the opposite... we didn't want the game to round that value. By the way, "math" is a Lua library, it has always been available to us, even in previous games.gorem2k wrote:Hearless Hidetsugu use math.floor which maybe would work for calculating damage (integer?) for cards like Pyromancer's Gauntlet.
I didn't know, either. The good thing about being developers is that if you find something annoying to code as a script, you make the game natively support it. Changing the destination of a card only if it got successfully countered was annoying indeed, so they added a new capability to the CounterSpell function. Good job, developers... (why don't you add support for more things that are totally impossible to do otherwise, instead? )gorem2k wrote:Remand is using target:CounterSpell( (ZONE_HAND) ) didn't know we could insert a ZONE_ in CounterSpell()
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Re: 2014 official cards & decks & functions from ipad
by gorem2k » 25 Sep 2013, 02:13
Landfall cards will benefit from this! Soul Warden and other "ETB" could too.thefiremind wrote:I tried to look at the new executable and couldn't find the word "MirrorSigil", so it seems that those keywords aren't predefined and we can invent new ones if needed.gorem2k wrote:about STACK_EQUIVALENCE, Mirror-Sigil Sergeant use it as well with keyword="MirrorSigil".
math.ceil seems to do the opposite.. anyway, I may try something else like multiply damage by 10 (or 100?) before doing the formula so value don't get negative then divide it by 10 after. I don't know.thefiremind wrote:The problem was the opposite... we didn't want the game to round that value. By the way, "math" is a Lua library, it has always been available to us, even in previous games.gorem2k wrote:Hearless Hidetsugu use math.floor which maybe would work for calculating damage (integer?) for cards like Pyromancer's Gauntlet.
*cough*..mana ...*cough*thefiremind wrote:I didn't know, either. The good thing about being developers is that if you find something annoying to code as a script, you make the game natively support it. Changing the destination of a card only if it got successfully countered was annoying indeed, so they added a new capability to the CounterSpell function. Good job, developers... (why don't you add support for more things that are totally impossible to do otherwise, instead? )gorem2k wrote:Remand is using target:CounterSpell( (ZONE_HAND) ) didn't know we could insert a ZONE_ in CounterSpell()
they also added item_count="1" in Umezawa's Jitte. odd.
- Code: Select all
<COST type="RemoveCountersSelf" item_count="1" amount="1" counter_type="Charge" />
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