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Volunteers needed to code a complete Set!

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Volunteers needed to code a complete Set!

Postby Uresti » 15 Jul 2010, 02:45

Now that the community has grown we can try to do a complete set as a Work group so it will take less time and we can help each other with code what do you guys think about it?
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 15 Jul 2010, 06:44

Do you mean a complete expansion or everything?

I'm still working through Tempest as we speak.

Great idea though, we should try and collaborate as much as possible to maximise the number of cards available for all.
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 15 Jul 2010, 14:16

well i can help you with tempest
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 15 Jul 2010, 14:41

Uresti wrote:well i can help you with tempest
It's ok, I think we'll be stepping on each other's toes. I'd rather just plough through it myself because I'm going to have about a week or so away from the internet soon (travelling) so it's hard to work together that way.
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 17 Jul 2010, 20:11

Uresti, I was thinking, if you fancy it, you could have a look at the cards I've tried so far but have been unable to get working, as I'm just working through the set, and skipping cards that have caused me too much hassle.

The cards from Tempest I can't do:

Abandon Hope
Aluren
Ancient Runes
Ancient Tomb
Angelic Protector
Anoint
Apes of Rath
Armor Sliver
Bellowing Fiend
Blood Frenzy
Booby Trap
Bounty Hunter
Broken Fall
Caldera Lake
Canyon Drake
Capsize
Carrionette
Chaotic Goo
Charging Rhino
Choke
Cinder Marsh
Circle of Protections
Clergy en-Vec
Clot Sliver
Cloudchaser Eagle
Coffin Queen
Corpse Dance
Crazed Armodon
Cursed Scroll
Dark Ritual
Dauthi Ghoul
Dauthi Horror
Dauthi Mindripper
Dauthi Slayer
Disturbed Burial
Dracoplasm
Dream Cache
Dregs of Sorrow
Duplicity
Earthcraft
Eladamri's Vineyard
Elven Warhounds
Elvish Fury
Enraging Licid
Ertai's Meddling
Essence Bottle
Evincar's Justice
Excavator
Extinction

I could probably manage some of them if I tried again, because every time I manage something I've not done before it gives me lots of ideas of how to approach older cards I failed on first time around.

Some of these neither of us will be able to do because it's about adding mana, but if you fancy trying any of these, please go for it! :)
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 17 Jul 2010, 23:26

ill be glad to do it! currently im getting bored cuz i dont find a good way to make a combo for the AI i just finished Intruder Alarm (a bomb for combos) but mostly implied mana producer cards..:/
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 17 Jul 2010, 23:55

the card i think can not be coded for now are:

Ertai's Meddling <--think we can put counters and remove them on a exiled card but we cant put a copy. think this card can be made but gonna be a pain in the ....there!
Enraging Licid <--we can add type enchantment for the creature but we cant override type creature thus we cant enchant a creature with a creature.
Eladamri's Vineyard <---no mana tracking
Duplicity <--- there is no ZONE available to play cards neither FACE DOWN cards, but we can trigger a face up :)
Dark Ritual <...mana tracking is not implemented in the game
Cursed Scroll <--its impossible to name cards
Corpse Dance <---we cant check for the top of Graveyrad
Chaotic Goo <--we cant flip!
Booby Trap <--Again no names!




and the cards can be done but seems so tricky:

Armor Sliver
Clot Sliver
Excavator
Extinction
Elven Warhounds
Dregs of Sorrow
Dream Cache
Dracoplasm
Clergy en-Vec
Charging Rhino <---intersting "simple" card
Carrionette <---dont know if we can ask to pay an opponent if its possible then the card is done
Bounty Hunter <--Sadly we only can use QUEST, +1, -1, and charge counters but if u dont mind i can use charge counters.
Apes of Rath <---Too damn tricky!
Ancient Tomb <---if you dont mind this give instead of {2} {U} {U} or {R} {R} or other color its ok
Abandon Hope <---really we can do that???

that left us with a few cards "easy" to code
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 18 Jul 2010, 04:35

thanx to aether vial code I have ready:
Essence Bottle <---no vitality counters they are just charge counters
Aluren <--Again thanks to Aether vial.
Earthcraft <--this isnt finished, anything that is tapped triggers the enchanment trying to fix that
Angelic Protector <--- easy one
Crazed Armodon <---- you had this code in the Knight of the Skyward Eye
Ancient Runes <----works ok!
Apes of Rath <-- tricked using TapAndHold from the EXE works like a charm!
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 18 Jul 2010, 06:56

Fantastic work! I can't wait to see the new additions, and see where I went wrong.

Thanks, mate! :)
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 18 Jul 2010, 12:25

Uresti wrote:Chaotic Goo <--we cant flip!
I've found a way, possible to do a coin flip:

Wild Swing has this:

Code: Select all
      <EFFECT>
        local index = math.random( 0, Object():GetNumberOfTargets()-1 )
        if (Object():GetNthTargetCard( index ) ~= nil) then
        Object():GetNthTargetCard( index ):Destroy()
        end
      </EFFECT>
So we could try using math.random( 0, 1 ) which is the LUA way of generating a random number between 0 and 1. If it's 0, you can pretend it's heads, and if it's 1 pretend it's tails.

The only drawback is that the player will not see a coin flip or get any feedback beyond seeing the addition or removal of a +1/+1 counter.

P.s. Any chance you could show me the code for Aluren? It's one of my favourite cards! In fact I have a real life deck built around it. :)
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 18 Jul 2010, 16:08

NO! :)

<ACTIVATED_ABILITY tag="AETHER_SPELLBOMB_RULE_1" layer="0">
<COST type="Nil" />
<PRE_EFFECT>
ChooseACreatureCardFromHand( Object():GetPlayer(), Object():GetPlayer(), 3, { "ChooseCreatureBringIntoPlay" })
</PRE_EFFECT>
<EFFECT>
PutTargetCardIntoPlay( Object():GetPlayer() )
</EFFECT>
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 18 Jul 2010, 16:12

What an idiot I am!

I took the route of trying to reduce mana cost and give the card "flash". The flash bit worked, but not the reduction of mana.

Cheers! :)

Can any player activate that then?
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 18 Jul 2010, 16:18

Ouch!! i forgot that little detail!!
i dunno if AI can touch the aluren to put a creaturwe in play
well i guess you realized u need to touch the aluren to put a creature card with with converted mana cost 3 in game so it just needs somesting like AI_BEHIAVOUR "Makecreature" need to try
oh! and forgot this is the function

function ChooseACreatureCardFromHand( pPlayer_hand, pPlayer_choosing, pCost, pTags )
local count = #pTags
Object():GetFilter():Clear()
Object():GetFilter():SetPlayer( pPlayer_hand )
Object():GetFilter():AddCardType( CARD_TYPE_CREATURE )
Object():GetFilter():SetZone( ZONE_HAND )
Object():GetFilter():SetConvertedCostValue( pCost )
pPlayer_choosing:SetTargetCount( count )
local index = 1
while index < count + 1 do
pPlayer_choosing:SetTargetPrompt( index - 1, pTags[index] )
index = index + 1
end
pPlayer_choosing:ChooseTargets()
end
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Re: Volunteers needed to code a complete Set!

Postby Uresti » 18 Jul 2010, 16:20

by anyhance you got another cards list?? :) the rest of the cards in the first list are lands (cant do) Shadow( easy ) and buyback (just a few tweaks on my previous code).
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Re: Volunteers needed to code a complete Set!

Postby Epiphany » 18 Jul 2010, 16:21

Ah nice!

Maybe instead of doing as an activated ability, do it as a triggered ability that triggers at the start of each step, perhaps?

Like ask the player if he wants to use Aluren if he has creatures that can are eligible? But also make it activatable for players? A bit of a middle ground maybe.
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