Feature requests
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Feature requests
by elias » 10 Aug 2013, 19:52
When I started using Magarena I did not notice the summoning icon either, and I am still missing it when I use Magarena, usually I have to remember which cards where summoned the current turn. I Think the problem is that the background for the card description on the cards is white and the summoning icon is light grey. So I decided to modify the icon a bit by just adding a blue drop shadow to it (icon attached in this reply). You can see the before and after in the image preview below (before on left side, after on right side).
-
elias - Posts: 33
- Joined: 21 Jul 2013, 20:19
- Location: Sweden
- Has thanked: 2 times
- Been thanked: 13 times
Re: Feature requests
by melvin » 11 Aug 2013, 01:18
Looks much more noticeable, thanks! I've replaced both the cannottap and busy icons with your improved versions. I'm using busy2.gif for the spinning icon.elias wrote:So I decided to modify the icon a bit by just adding a blue drop shadow to it (icon attached in this reply). You can see the before and after in the image preview below (before on left side, after on right side).
Do you think it makes sense to allow themes to overwrite these as well? Seems strange that only some assets can be configured in the themes.
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Re: Feature requests
by elias » 11 Aug 2013, 08:06
I think it would be pretty nice if a theme could change most things, so a theme change could be a large overhaul of the interface.melvin wrote:Looks much more noticeable, thanks! I've replaced both the cannottap and busy icons with your improved versions. I'm using busy2.gif for the spinning icon.elias wrote:So I decided to modify the icon a bit by just adding a blue drop shadow to it (icon attached in this reply). You can see the before and after in the image preview below (before on left side, after on right side).
Do you think it makes sense to allow themes to overwrite these as well? Seems strange that only some assets can be configured in the themes.
-
elias - Posts: 33
- Joined: 21 Jul 2013, 20:19
- Location: Sweden
- Has thanked: 2 times
- Been thanked: 13 times
Re: Feature requests
by tyrke » 16 Aug 2013, 04:32
Hey Guys!
I was wondering if it would be possible to save the player history with individual deck stats. So the same xyz.hist file would contain not only the current statistics, but some stats for individual decks as well. This could help to compare different versions of a completed deck or a work-in-progress one, while you can still keep track of your overall stats.
For example:
#History
#Thu Jul 04 21:27:29 CEST 2013
duelsPlayed=8
gamesWon=52
turnsPlayed=1326
colorRed=0
duelsWon=7
colorBlack=3299
colorGreen=0
lifeLeftAI=635
colorBlue=0
lifeLeftPlayer=862
colorWhite=36
gamesPlayed=92
deck=Reanimator.dec
duelsPlayed=3
gamesWon=12
turnsPlayed=416
duelsWon=2
lifeLeftAI=215
lifeLeftPlayer=330
gamesPlayed=30
deck=Inkmoth_Buff.dec
duelsPlayed=5
gamesWon=40
turnsPlayed=910
duelsWon=5
lifeLeftAI=420
lifeLeftPlayer=530
gamesPlayed=62
Cheers,
-T
I was wondering if it would be possible to save the player history with individual deck stats. So the same xyz.hist file would contain not only the current statistics, but some stats for individual decks as well. This could help to compare different versions of a completed deck or a work-in-progress one, while you can still keep track of your overall stats.
For example:
#History
#Thu Jul 04 21:27:29 CEST 2013
duelsPlayed=8
gamesWon=52
turnsPlayed=1326
colorRed=0
duelsWon=7
colorBlack=3299
colorGreen=0
lifeLeftAI=635
colorBlue=0
lifeLeftPlayer=862
colorWhite=36
gamesPlayed=92
deck=Reanimator.dec
duelsPlayed=3
gamesWon=12
turnsPlayed=416
duelsWon=2
lifeLeftAI=215
lifeLeftPlayer=330
gamesPlayed=30
deck=Inkmoth_Buff.dec
duelsPlayed=5
gamesWon=40
turnsPlayed=910
duelsWon=5
lifeLeftAI=420
lifeLeftPlayer=530
gamesPlayed=62
Cheers,
-T
- tyrke
- Posts: 3
- Joined: 05 Aug 2013, 16:55
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature requests
by Aswan jaguar » 07 Sep 2013, 17:28
It would be nice to know which creature AI regenerates when it targets one of the 2,3,4... same creatures so I can decide which creature to block.Already lost 2 games because of that.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8131
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 479 times
Re: Feature requests
by jerichopumpkin » 12 Sep 2013, 11:25
I have two request:
- buyback: sacrifice a land
- multiple groovy code, just like abilities
the second one jumped to my mind while implementing the green/white Phantoms: half the groovy code was repeating from card to card, so I wondered if it was possible to load multiple groovy codes on a single card, since there's the option to load the code for another card...
- buyback: sacrifice a land
- multiple groovy code, just like abilities
the second one jumped to my mind while implementing the green/white Phantoms: half the groovy code was repeating from card to card, so I wondered if it was possible to load multiple groovy codes on a single card, since there's the option to load the code for another card...
- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Re: Feature requests
by melvin » 12 Sep 2013, 14:36
Welcome to the forum, jerichopumpkin
https://code.google.com/p/magarena/sour ... rCost.java

This is scriptable from groovy script as "new MagicAdditionalCost() { ... }" with a MagicMayChoice for choosing the land, that as its effect sacrifices the land and sets kicker to 1 using game.doAction(new MagicSetKickerAction(1)). Seejerichopumpkin wrote:- buyback: sacrifice a land
https://code.google.com/p/magarena/sour ... rCost.java
This is available, just separate the card names with ';'. See https://code.google.com/p/magarena/sour ... vourer.txtjerichopumpkin wrote:- multiple groovy code, just like abilities
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Re: Feature requests
by jerichopumpkin » 12 Sep 2013, 15:00
thank you melvin!!!
I did not found suitable examples, and I still have some difficulties browsing the code (I really wish I found out Magarena at an earlier development stage).
Tonight I'm gonna try to code the cards with buyback, and I will also try to play a bit with multiple groovy codes.
I did not found suitable examples, and I still have some difficulties browsing the code (I really wish I found out Magarena at an earlier development stage).
Tonight I'm gonna try to code the cards with buyback, and I will also try to play a bit with multiple groovy codes.
- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Re: Feature requests
by jerichopumpkin » 12 Sep 2013, 16:41
some others: crucicble of worlds is implementable? And the Kaldra set (the problematic ones are the shield and the helm)?
- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Re: Feature requests
by melvin » 13 Sep 2013, 07:32
Crucible of World is implementable but only by converting it to an activated ability which is kinda messy. I learnt this trick from the reminder text of Varolz's ability: Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.) See https://code.google.com/p/magarena/sour ... ped.groovyjerichopumpkin wrote:some others: crucicble of worlds is implementable? And the Kaldra set (the problematic ones are the shield and the helm)?
Kaldra set is implementable. Helm needs to specify MagicCondition (see https://code.google.com/p/magarena/sour ... ition.java) in its activated ability, eg.
- Code: Select all
def hasHelm = new MagicCondition() { ... };
...
[
new MagicPermanantActivation(
[hasHelm, hasSword, hasShield]
new MagicActivationHints(MagicTiming.Token),
"Token"
) { ... }
]
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Re: Feature requests
by jerichopumpkin » 13 Sep 2013, 10:42
I see, and you should also consider lands you can play... A real pain. For now I will leave crucible aside, and focus on Kaldra set, that seems challenging. I think I will use an angel as the Kaldra token image.
And again, thank you!
And again, thank you!
- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Re: Feature requests
by jerichopumpkin » 24 Sep 2013, 09:59
Well, in the end I got caught in a mass production of slivers, and there's a group of them that is out of the picture (at least for now), but what about the following ones:
There are plans about some of these?
- - Hunter Sliver needs the Provoke keyword
- Quick Sliver and Root Sliver affect slivers in your hand
- Two-Headed Sliver needs a multiple block mechanic
- Vampiric Sliver needs a complex trigger
There are plans about some of these?
- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Re: Feature requests
by melvin » 24 Sep 2013, 13:05
Two-Headed Sliver, Hunter Sliver - Attacking/blocking restrictions are not possible and there are no plans for them. Frankly that just means we have no idea how to implement these.
Quick Sliver and Root Sliver affect slivers in your hand - Could become possible in the longer term. Cards are not part of the continuous effect system and would take substantial work to integrate them in, but it is doable.
Vampiric Sliver needs a complex trigger - Doable, each Sliver would be given a MagicWhenDamageIsDealtTrigger that as part of executeTrigger, add a MagicWhenOtherDiesTrigger to the Sliver that tracks the creature dealt damage by id and activates when it dies using a condition like otherPermanent.getId() == trackedId.
Quick Sliver and Root Sliver affect slivers in your hand - Could become possible in the longer term. Cards are not part of the continuous effect system and would take substantial work to integrate them in, but it is doable.
Vampiric Sliver needs a complex trigger - Doable, each Sliver would be given a MagicWhenDamageIsDealtTrigger that as part of executeTrigger, add a MagicWhenOtherDiesTrigger to the Sliver that tracks the creature dealt damage by id and activates when it dies using a condition like otherPermanent.getId() == trackedId.
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Re: Feature requests
by jerichopumpkin » 24 Sep 2013, 17:01
Thank you Melvin, I imagined something along these lines.
Looking forward to see Sengir Vampire implemented
Looking forward to see Sengir Vampire implemented

- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Re: Feature requests
by jerichopumpkin » 04 Oct 2013, 11:52
and what about "imprint" and "at the beginning of the next turn's upkeep" (as in Arcane Denial)?
- jerichopumpkin
- Posts: 212
- Joined: 12 Sep 2013, 11:21
- Has thanked: 19 times
- Been thanked: 13 times
Who is online
Users browsing this forum: No registered users and 11 guests