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Re: Card Contributions

PostPosted: 14 Oct 2013, 09:44
by melvin
@willianmgbr @ember hauler

Thanks for your card contributions! They have been merged for the October release (1.43).

Re: Card Contributions

PostPosted: 22 Oct 2013, 13:29
by Blants
Here are 3 cards I've whipped up.
Cinder Pyromancer
Furnace of Rath
Kiln Fiend

Re: Card Contributions

PostPosted: 22 Oct 2013, 13:54
by melvin
Thanks, Blants. Looks good, will be including them in the upcoming October release :)

Re: Card Contributions

PostPosted: 14 Nov 2013, 09:50
by ShawnieBoy
I've been putting some submissions up on Project Firemind, but I thought I'd add some here too. They're not the flashiest cards around - been going through the simple cycling cards (and some others):

Anodet Lurker
Barren Moor
Blasted Landscape
Constricting Tendrils
Drifting Djinn
Improvised Armor
Lonely Sandbar
Lull
Molten Frame
Radiant's Judgment
Remote Isle
Savage Hunger
Secluded Steppe
Smoldering Crater
Tranquil Thicket

Always thought it was strange that some of the cycling lands were there, but not all. - Will be more to come :D

Re: Card Contributions

PostPosted: 15 Nov 2013, 03:22
by melvin
Welcome to Magarena, ShawnieBoy :)

Thanks for your submissions, I've included them for the next release.

Re: Card Contributions

PostPosted: 15 Nov 2013, 20:54
by ShawnieBoy
Excellent - Thanks!

The template generator on Project Firemind is a great tool, I'm using it all the time - however I've noticed a few glitches:
First, it doesn't seem to be working with card names with punctuation (Understandable in scripting), the other is that some of the set codes are wrong. Magiccards-info doesn't always use the codes you'd expect, something I've found out before with some programming. Here's a couple off the top of my head:

Mirrodin - mrd -> mi (Yeah, looks like that's Mirage, but Mirage is 'mr')
Onslaught - ons -> on
9th Edition - 9ed -> 9e

On a separate note - I've been doing some more work on lands, and have found another glitch and possible workaround.

If a land both produces mana, and also has an activated ability requiring tap and mana, it will 'double tap' itself to pay for both: e.g. ability=tap add mana {1}; pay {1}, {T}:[Do something]
I've noticed that if you swap the costs around for the 'pay' this doesn't occur [pay {T}, {1}]. I'm assuming it's just working it's way through the payments.

This can have a bit of a strange side-effect though, as the engine doesn't realise if you don't have enough mana (if you ignore the mana from land source). This is more noticeable with coloured mana sources: e.g ability=tap add mana {U};pay {T}, {1} {U} - Assuming you only have one another mana source for blue (so unable to pay the cost), it will still be highlighted and if activated, you will be prompted to choose a source for {U}, but unable to select it. So you can only undo your action (No biggie)

Just an insight, hope it helps (If it's not already popped up before)

Re: Card Contributions

PostPosted: 16 Nov 2013, 03:09
by melvin
ShawnieBoy wrote:If a land both produces mana, and also has an activated ability requiring tap and mana, it will 'double tap' itself to pay for both: e.g. ability=tap add mana {1}; pay {1}, {T}:[Do something]
I've noticed that if you swap the costs around for the 'pay' this doesn't occur [pay {T}, {1}]. I'm assuming it's just working it's way through the payments.

This can have a bit of a strange side-effect though, as the engine doesn't realise if you don't have enough mana (if you ignore the mana from land source). This is more noticeable with coloured mana sources: e.g ability=tap add mana {U};pay {T}, {1} {U} - Assuming you only have one another mana source for blue (so unable to pay the cost), it will still be highlighted and if activated, you will be prompted to choose a source for {U}, but unable to select it. So you can only undo your action (No biggie)

Just an insight, hope it helps (If it's not already popped up before)
Yup, this is a known issue, the current workaround is to add an additional condition in the activation to take into the account the mana produced by the permanent. So for an ability that requires {1}, there is an activation condition that checks that you have at least {2} before allowing you to activate the ability.

This bugged me for a long time as this workaround is not obvious, rather clunky, and doesn't work in the case of a permanent getting a mana ability later due to an effect.

I've finally managed to work out a proper fix for this that is part of 1.44 that works without having to manually add in a activation condition. I'd appreciate some advance testing on this if possible, you can find a current release candidate for 1.44 from https://buildhive.cloudbees.com/job/mel ... /magarena/

Re: Card Contributions

PostPosted: 16 Nov 2013, 17:14
by ShawnieBoy
Excellent - Will use the latest build for testing new cards from now on, and so far it looks as though the problem is fixed. I have a few more lands on the way, so will be having lots of opportunity to test further.

Re: Card Contributions

PostPosted: 16 Nov 2013, 18:27
by ShawnieBoy
Here's another batch of cards:

Blinkmoth Well
Daru Encampment
Deserted Temple
Dust Bowl
High Market
Karakas
Oasis
Oboro, Palace in the Clouds
Phyrexia's Core
Riptide Laboratory
Shizo, Death's Storehouse
Tower of the Magistrate
Turntimber Grove
Urza's Factory

And doing the Factory, it's only fair to do:

Assembly-Worker

I've also included the token script for the Assembly-Worker, and as there's no official token image, it's using the MTGO one, also included.

Re: Card Contributions

PostPosted: 17 Nov 2013, 06:38
by ShawnieBoy

Re: Card Contributions

PostPosted: 17 Nov 2013, 10:04
by melvin
Thanks! Am I correct to assume that all except Assembly-Worker has been submitted to firemind.ch?

Re: Card Contributions

PostPosted: 17 Nov 2013, 18:08
by ShawnieBoy
Yes, they're all on Firemind too

Re: Card Contributions

PostPosted: 18 Nov 2013, 03:49
by ShawnieBoy

Re: Card Contributions

PostPosted: 18 Nov 2013, 20:54
by ShawnieBoy

Re: Card Contributions

PostPosted: 18 Nov 2013, 23:07
by ShawnieBoy
I can't believe I missed the Cluestones!

Azorius Cluestone
Boros Cluestone
Dimir Cluestone
Golgari Cluestone
Gruul Cluestone
Izzet Cluestone
Orzhov Cluestone
Rakdos Cluestone
Selesnya Cluestone
Simic Cluestone

Please replace the ones on Firemind with these, I forgot to add the {T} cost to the second ability >.<