by ShawnieBoy » 16 Apr 2015, 11:53
'Custom Text' *shudder*.PalladiaMors wrote:^ Yeah, that's an issue. It's not the first card with such a problem too (Breakthrough). Some cards could use custom text. I don't know if that could be implemented without too much trouble.
Edit: Actually, it's the picture that would have to be customized. I don't think that's going to be very easy to do!
Edit2: Actually, we *could* do that. See the text from the 4th edition. As far as the Oracle is concerned, that text is outdated, but it won't be confusing. The script has the oracle text that can be used as reference if someone can't understand the 4th Edition pic's text. And it brings huge nostalgic feelings and has a better picture than the current version!
I really don't like that idea. Some of the rules for Magarena don't match real games due to AI, which is understandable, e.g. Combat Damage, which as a player you can adapt and become used to.
Changing the card text of individual cards would be far more difficult for a player to keep track of, or get to grips with. Having a 'ChooseCardList' method or similar for these types of cards (once multi-targeting is enabled and works with AI), would be the only solution really, in my eyes.
I agree it's quite annoying for a card to 'almost' work, but I'd try to not force it in
by ShawnieBoy » 16 Apr 2015, 11:59
I think this list would be more useful with corresponding decks/scenarios/logs, as well as AI version and level. Possibly raised as a general AI Issue. Some cards may fall into themes, but the more difficult part is to be able to duplicate them in test scenarios.
The man-lands should be performing a lot better for 1.61 with changes to the 'becomes' method and AI. Although I'd be more interested to see good plays with Standstill.
by Lodici » 16 Apr 2015, 12:08
Perhaps there should be an additional indicator for cards that almost work or have that have been AI-optimized which can be displayed and filtered by in the explorer. You could add a new optional property to the script file with a brief description of the variation from the norm which can be displayed in the explorer. Possibly a lot of work but it could be done as-required/necessary if the framework is in place.ShawnieBoy wrote:I agree it's quite annoying for a card to 'almost' work, but I'd try to not force it in
<< UI To-Do list >>
by PalladiaMors » 16 Apr 2015, 12:49
By custom text, I meant the event's text in the bottom left corner. Looks like my post wasn't very clear. For example, in Breakthough, rather than "choose a card", I'd like the event box to say "discard the cards you aren't going to keep". Breakthrough has a much worse problem in this regard. In Balance's case, the event box text is fine: "choose a (creature/land) to sacrifice", for the sacs, and for the discard "choose a card" - the one that's being discarded, again fine. It's pretty clear what the player is doing. It could lead to confusion in case a player trusts the picture's text more than the event text, so that's what I'm trying to deal with by using an older picture. The Oracle text in the log is the current one.
We can modify the log text in groovy, but can't modify the event's text. That's the possible new functionality I was thinking about suggesting, NOT doing cards with the text I see fit. I understand there's pressure not to deviate at all from rules and am strongly trying to avoid that from now on, I just submitted this particular card because I can't see the actual difference, besides the wording.
As usual, I'm just a player, the decision is always up to the developers.
by ShawnieBoy » 16 Apr 2015, 15:42
I understand. Although it's an iconic card, personally I'd rather use the oracle text, instead of using a 20yr old version of it. (4th Ed was released in 1995! - Now I do feel old ). I can be a bit of a stickler for the rules, but it's worth discussing.PalladiaMors wrote:Just to be clear: I'm proposing, in this case, using an older picture because its wording matches more clearly how Magarena is treating the card. The functionality is identical. The Oracle is simply an attempt to make the text more clear. I wouldn't think about doing this for every card, but this is a bit of a special card, it's the strongest white card ever printed.
by PalladiaMors » 18 Apr 2015, 00:43
- Code: Select all
new RemoveFromCombatAction(event.getPermanent()) new TapAction(event.getPermanent())
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new RemoveFromCombatAction(event.getPermanent()); new TapAction(event.getPermanent())
Also, it this the correct ways to do targets?
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new MagicCoinFlipChoice(target choice here)
by ShawnieBoy » 18 Apr 2015, 01:10
MagicCoinFlipChoice() isn't set up to accept any other choices either. All in its early stages
by melvin » 02 Jun 2015, 01:41
by muppet » 12 May 2016, 10:22
Got some firemind errors off the latter when it tried to run a duel saying invalid card which of course it is so I think its all fine.
They work with all the current cards in game but there are some they cld make that wld break this implementation so you might think they shdn't be released.
by muppet » 15 May 2016, 09:06
by muppet » 16 May 2016, 10:34
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