by PalladiaMors » 24 Feb 2015, 13:35
This is a list of unimplemented card groups, with card examples. Notice that it's only listing groups with at least 10 cards with similar text.
The two major unsupported card groups are:
- Cards that add multiple mana to the mana pool (Black Lotus, Dark Ritual), cause other cards to produce multiple mana (High Tide) or otherwise require the mana pool (Omnath, Locus of Mana). Activated abilities that generate mana and aren't mana abilities (Deathrite Shaman). Cards that can produce multiple mana during a turn and require choices when activated (Squandered Resources, Agent of Stromgald). In total, these amount to several hundred cards.
- Spells or effects that require or allow multiple target choices: Dust to Dust, Pyrotechnics, Azorius Ploy, Redirect. This is the largest group of unsupported cards, with over a thousand cards.
Besides those, there are several smaller card groups:
- Some abilities that reduce casting costs such as Convoke (35 cards - Overwhelm) and Delve (22 cards - Tombstalker).
- Cards with the keyword Scry 2 or greater and a few others that involve searching/looking at the top cards of the library, rearranging and placing them back on top of the library. About 20 cards (Magma Jet).
- Split cards (Fire/Ice) - 38 cards.
- Cards with static or triggered abilities that work while they're in the graveyard. About 100 cards, such as Wonder, Genesis, Nether Shadow. Includes the 13 cards with dredge (Moldervine Cloak).
- Cards that require looking at the opponent's hand or revealing cards from a player's hand (Coercion, Glasses of Urza, Silvergill Adept). In total this category amounts to >120 cards. The 27 cards with Splice onto Arcane (Spiritual Visit) form a significant subgroup.
- Preventing damage from a source of your choice (Circle of Protection: Red, Reverse Damage). Redirecting damage (Reverberation, Nomads en-Kor). About 90 cards.
- Some combat related abilities: creatures able to block multiple attackers or that can only be blocked by more than one blocker. Forcing creatures to block (including the provoke keyword). Creatures that require remembering damage dealt in combat for abilities or effects. Probably about 100 unimplementable cards for these reasons: Avatar of Hope, Sengir Vampire, Lure.
- Abilities that can be activated by either player. 37 cards. Ribbon Snake, Ifh-Biff Efreet
- Some alternative casting costs, e.g. giving life to your opponent (Reverent Silence). Some casting conditions such as "cast only during combat after blockers are declared" (Flash Foliage). Cards with two different kickers (Thornscape Battlemage). About 40 cards.
- Choosing a creature type - 52 cards. Extinction.
- Skipping or repeating phases or steps (Necropotence, Relentless Assault), or cards that require remembering turn order (Serra Avenger). Remembering whether a creature attacked or blocked on the current turn (Erg Raiders, Fyndhorn Druid), or when a card has entered the battlefield (Novijen, Heart of Progress, Premature Burial). Permanently remembering the target or amount of an effect (Laquatus's Champion, Soulgorger Orgg, Reverse Polarity). About 80 cards.
- Cards with abilities or costs that require only spending mana of a certain type, or check for the type of mana spent to cast/activate them for various effects (Drain Life, Imperiosaur, Azorius Herald). Also, cards that generate mana that can only be spent for specific things (Ancient Ziggurat, Pillar of the Paruns). Cards with Sunburst (Engineered Explosives) - 16 cards. About 100 cards in total.
- Interacting with the sideboard (Cunning Wish), changing a card's text (Magical Hack), naming a card (Meddling Mage), separating cards into piles (Liliana of the Veil), playing with the library's top card revealed (Courser of Kruphix). ~60 cards.
- Spells or activated abilities with an X mana cost that ask for a target with converted mana cost X (Detonate, Gorilla Shaman). Magarena requires a viable target in order to allow the ability to be activated, but in this case having a viable target requires activating the ability. About 40 cards.
- Modal spells that require choosing two modes (Cryptic Command), "modal" permanents (Roots of Life, Citadel Siege). ~30 cards.
- Cards that require or allow choosing an X amount or any number, when that's not related to the card's casting cost or an ability's activation cost, or the etb ability Devour. Examples: Scapeshift, Volt Charge, Hatred, Phyrexian Dreadnought. This group consists in >100 cards.
- Banding - 49 cards - Pikemen, Master of the Hunt
- Phasing - 32 cards - Breezekeeper, Teferi's Veil
- Suspend - 59 cards - Ancestral Vision, Delay
Latest edit: Cards that involve searching cards from the library and placing some or all of them on the bottom of the library were implemented, this enables a lot of new cards.
by Lodici » 24 Feb 2015, 13:51
Ask @melvin or @huggybaby to make this a sticky topic so it will always stay at or near the top of the list.PalladiaMors wrote:This list has been edited far too many times in the 50% topic and is now at the bottom of the page, but it was a big effort and I believe it has valuable information and now merits its own topic...
by ShawnieBoy » 05 Apr 2015, 00:30
"creature that was dealt damage this turn" implemented.
by melvin » 12 Apr 2015, 04:01
All activated abilities can be implemented in groovy code, so Glory is implementable.Cards with abilities that work while they're in the graveyard
Update: implemented Glory in
https://github.com/magarena/magarena/co ... 744e88cf5d
No issue with this, except there is no UI to show the coin being flipped. We can generate random values in groovy code, see https://github.com/magarena/magarena/bl ... rse.groovyFlipping coins
by melvin » 12 Apr 2015, 09:18
As of https://github.com/magarena/magarena/co ... 663c4dfa92, able to deduce where a card on stack comes from and whether a permanent is cast from hand.Recognizing where a card entered the battlefield from
Added relevant cards in https://github.com/magarena/magarena/co ... 12c8c83f58
by Lodici » 12 Apr 2015, 10:38
In lieu of a fancy spinning coin image, could you not initially add a prompt/choice to the user action panel with something like "A coin is flipped, make your choice..." with "Heads" and "Tails" buttons?melvin wrote:No issue with this, except there is no UI to show the coin being flipped. We can generate random values in groovy code, see https://github.com/magarena/magarena/bl ... rse.groovy
by melvin » 12 Apr 2015, 12:10
I'm thinking of dispensing with the choice entirely since it is a false choice anyway. The result of the toss is fixed since we don't have true randomness during a game. So if the user is able to choose, he/she can observe the result, undo and always make the correct guess which would defeat the purpose. We can update the log to indicate whether you won/lost.Lodici wrote:add a prompt/choice to the user action panel with something like "A coin is flipped, make your choice..." with "Heads" and "Tails" buttons?
by Lodici » 12 Apr 2015, 12:30
Good point re: undo. If it means you can add 54 new cards I say go with the auto-flip.melvin wrote:I'm thinking of dispensing with the choice entirely since it is a false choice anyway. The result of the toss is fixed since we don't have true randomness during a game. So if the user is able to choose, he/she can observe the result, undo and always make the correct guess which would defeat the purpose. We can update the log to indicate whether you won/lost.
by ShawnieBoy » 13 Apr 2015, 13:16
by Aswan jaguar » 13 Apr 2015, 13:32
Currently working on updating missing & wrong Manalink.ct_all values for AI.
- Long term update all missing & wrong values in Manalink.csv mainly & (maybe)Manalink.ct_all
by Lodici » 13 Apr 2015, 13:43
Not sure about an AVI but if someone could come up with an animated GIF - or two to be precise (spinning -> heads and spinning -> tails) - that would be .Aswan jaguar wrote:I agree with ShawnieBoy about the flip coin.Also if it is too trouble to make a flip coin animation maybe it is possible to choose heads or tails and then use Manalink's flip coin avis - make the random computation and then use heads or tails avi accordingly?
by ShawnieBoy » 13 Apr 2015, 13:46
Hehe, I'm not so fussed about animated coins - In the coin-flip decks I prefer they take up too much timeLodici wrote:Not sure about an AVI but if someone could come up with an animated GIF - or two to be precise (spinning -> heads and spinning -> tails) - that would be .Aswan jaguar wrote:I agree with ShawnieBoy about the flip coin.Also if it is too trouble to make a flip coin animation maybe it is possible to choose heads or tails and then use Manalink's flip coin avis - make the random computation and then use heads or tails avi accordingly?
My Fave on MTGO (as I have no hand-eye co-ordination for real coin-flipping!) Flippy
by Lodici » 13 Apr 2015, 13:46
Fair point but you've got to start somewhere - think of auto-flip as v1.0.ShawnieBoy wrote:I'd kinda prefer the coin flipping to be non-automatic, I don't think the undo is enough of a concern if it's purely for 'cheating' purposes. You can already view your opponent's hand if you wish. Or undo to the beginning of the game so you know what cards you will be drawing for the match.
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