Card Contributions
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Card Contributions
by melvin » 14 Oct 2013, 09:44
@willianmgbr @ember hauler
Thanks for your card contributions! They have been merged for the October release (1.43).
Thanks for your card contributions! They have been merged for the October release (1.43).
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melvin - AI Programmer
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Re: Card Contributions
by Blants » 22 Oct 2013, 13:29
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Re: Card Contributions
by melvin » 22 Oct 2013, 13:54
Thanks, Blants. Looks good, will be including them in the upcoming October release
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Re: Card Contributions
by ShawnieBoy » 14 Nov 2013, 09:50
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
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
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- Cycling Scripts.zip
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Re: Card Contributions
by melvin » 15 Nov 2013, 03:22
Welcome to Magarena, ShawnieBoy
Thanks for your submissions, I've included them for the next release.
Thanks for your submissions, I've included them for the next release.
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Re: Card Contributions
by ShawnieBoy » 15 Nov 2013, 20:54
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 ; pay , :[Do something]
I've noticed that if you swap the costs around for the 'pay' this doesn't occur [pay , ]. 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 ;pay , - 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 , 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)
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 ; pay , :[Do something]
I've noticed that if you swap the costs around for the 'pay' this doesn't occur [pay , ]. 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 ;pay , - 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 , 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)
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Re: Card Contributions
by melvin » 16 Nov 2013, 03:09
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 , there is an activation condition that checks that you have at least before allowing you to activate the ability.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 ; pay , :[Do something]
I've noticed that if you swap the costs around for the 'pay' this doesn't occur [pay , ]. 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 ;pay , - 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 , 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)
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/
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melvin - AI Programmer
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Re: Card Contributions
by ShawnieBoy » 16 Nov 2013, 17:14
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.
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Re: Card Contributions
by ShawnieBoy » 16 Nov 2013, 18:27
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.
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.
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- Land.zip
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ShawnieBoy - Programmer
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Re: Card Contributions
by ShawnieBoy » 17 Nov 2013, 06:38
Here's another bundle, this time some artifacts:
Aeolipile
AEther Spellbomb
Aladdin's Ring
Amulet of Kroog
Book of Rass
Carnage Altar
Courier's Capsule
Dispeller's Capsule
Dragon Blood
Elven Lyre
Etherium Astrolabe
Executioner's Capsule
Flying Carpet
Fountain of Youth
Fyndhorn Bow
Galvanic Key
Jandor's Saddlebags
Marble Chalice
Mortarpod
Paradise Mantle
Phyrexian Vault
Pyrite Spellbomb
Relic Barrier
Rod of Ruin
Scepter of Insight
Skull Catapult
Skullmead Cauldron
Staff of Zegon
Sunbeam Spellbomb
Tanglebloom
Tower of Eons
Tower of Fortunes
War Chariot
Aeolipile
AEther Spellbomb
Aladdin's Ring
Amulet of Kroog
Book of Rass
Carnage Altar
Courier's Capsule
Dispeller's Capsule
Dragon Blood
Elven Lyre
Etherium Astrolabe
Executioner's Capsule
Flying Carpet
Fountain of Youth
Fyndhorn Bow
Galvanic Key
Jandor's Saddlebags
Marble Chalice
Mortarpod
Paradise Mantle
Phyrexian Vault
Pyrite Spellbomb
Relic Barrier
Rod of Ruin
Scepter of Insight
Skull Catapult
Skullmead Cauldron
Staff of Zegon
Sunbeam Spellbomb
Tanglebloom
Tower of Eons
Tower of Fortunes
War Chariot
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- Artifacts.zip
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ShawnieBoy - Programmer
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Re: Card Contributions
by melvin » 17 Nov 2013, 10:04
Thanks! Am I correct to assume that all except Assembly-Worker has been submitted to firemind.ch?
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melvin - AI Programmer
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Re: Card Contributions
by ShawnieBoy » 18 Nov 2013, 03:49
Here are some Auras - also added onto Firemind:
Annex
Conquer
Domineer
Forbidden Lore
Hot Springs
Midnight Covenant
Mystic Might
Steal Artifact
Steal Enchantment
Viscerid Armor
Annex
Conquer
Domineer
Forbidden Lore
Hot Springs
Midnight Covenant
Mystic Might
Steal Artifact
Steal Enchantment
Viscerid Armor
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- Auras.zip
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ShawnieBoy - Programmer
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Re: Card Contributions
by ShawnieBoy » 18 Nov 2013, 20:54
Some Enchantments - Also on Firemind
Arnjlot's Ascent
Blood Rites
Elven Fortress
Greed
Mesmeric Trance
Narcissism
Noble Steeds
Seal of Cleansing
Treasure Trove
Arnjlot's Ascent
Blood Rites
Elven Fortress
Greed
Mesmeric Trance
Narcissism
Noble Steeds
Seal of Cleansing
Treasure Trove
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- Enchantments.zip
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ShawnieBoy - Programmer
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Re: Card Contributions
by ShawnieBoy » 18 Nov 2013, 23:07
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 cost to the second ability >.<
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 cost to the second ability >.<
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- Cluestones.zip
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ShawnieBoy - Programmer
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