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Feature requests

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Re: Feature requests

Postby melvin » 04 Oct 2013, 14:05

jerichopumpkin wrote:Looking forward to see Sengir Vampire implemented :D
Turns out my original idea of attaching a trigger when damage is dealt doesn't work in the case damage is dealt multiple time in a single turn. In such a situation, there would be as many triggers as the number of times damage is dealt. The correct solution should only trigger once, no matter how many deals the creature is dealt damage.

jerichopumpkin wrote:and what about "imprint" and "at the beginning of the next turn's upkeep" (as in Arcane Denial)?
Imprint, for example Isochron Scepter is doable, just have as the effect of imprint grant the permanent an activated ability that depends on the imprinted card. In other words, Isochron Scepter would have an ETB trigger that may exile an instant card with converted mana cost 2 or less from your hand, when it resolves add a MagicStatic that grants Isochron Scepter an activated ability.

"at the beginning of the next turn's upkeep" is doable as well. Obzedat, Ghost Council (https://code.google.com/p/magarena/sour ... cil.groovy) has a delayed trigger that lets it return to the battlefield at the beginning of your next upkeep. The implementation is a little clunky right now as the information recorded by the delayed trigger cannot be used directly in the trigger, it must first be "mapped" into the current game. The issue is that the entire MagicGame, MagicPlayer, MagicPermanent, etc are copied for the AI and the creation of the trigger may be in the regular game, but the trigger resolves in the AI's version of the game. The AI needs its own version of the entire game so that it is able to try out various scenarios without affecting the actual game, much like how we think through the game in our head without actually moving the cards in the actual game.
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Re: Feature requests

Postby jerichopumpkin » 06 Oct 2013, 11:01

[quote=melvin]
Turns out my original idea of attaching a trigger when damage is dealt doesn't work in the case damage is dealt multiple time in a single turn. In such a situation, there would be as many triggers as the number of times damage is dealt. The correct solution should only trigger once, no matter how many deals the creature is dealt damage.
[/quote]
I see what you mean, Blaze Commando had a similar issue, but It was easier to walk around. Maybe you can store in variable in Sengir Vampire's groovy the targets it dealt damage, so if it deals damage a second time you can check if assignin the trigger or not. At this point all you need is a "at the end of the turn" trigger to clean the targets storage. Sounds heavy and not much clean, but it should work...

About imprint, I asked before thinking carefully about it, but I reached the very same conclusion when I stopped and thought about it... Now I feel a little dumb :D

For Arcane Denial and similar, if I understood, I have to consider that in the AI turn game.getPlayer() returns the AI and not me, right?
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Re: Feature requests

Postby melvin » 06 Oct 2013, 11:53

jerichopumpkin wrote:I see what you mean, Blaze Commando had a similar issue, but It was easier to walk around. Maybe you can store in variable in Sengir Vampire's groovy the targets it dealt damage, so if it deals damage a second time you can check if assignin the trigger or not. At this point all you need is a "at the end of the turn" trigger to clean the targets storage. Sounds heavy and not much clean, but it should work...
Blaze Commando doesn't quite work either, in general abilities should not store state. There are a few problems. It prevents undo from working correctly as it would have to also undo the state change in the trigger. The more tricky problem is that all copies of the card would share and manipulate the same state which could lead to problems, especially when the AI explores multiple MagicGames simultaneously using multiple threads.

jerichopumpkin wrote:For Arcane Denial and similar, if I understood, I have to consider that in the AI turn game.getPlayer() returns the AI and not me, right?
You shouldn't have to worry about that, the index of a player is stable, it doesn't change across different MagicGame. So player 1 in one MagicGame is conceptually the same as player 1 in a different MagicGame, although the actual MagicPlayer object would be different due to the copying.
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Re: Feature requests

Postby sponeta » 27 Oct 2013, 16:01

Just tried out 1.43. That phase list is really useful! If I might make a suggestion, would it be possible to make it so that clicking on a phase would advance to that phase without pausing in between (unless the opponent performs an action that you can react to with an instant or ability)?
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Re: Feature requests

Postby ShawnieBoy » 15 Nov 2013, 22:15

I'd love some more creature ability symbols - There's already one for flying and for summoning sickness.
How about Trample, Protection (for each colour+artifacts) etc.
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Re: Feature requests

Postby Lodici » 15 Nov 2013, 23:00

sponeta wrote:Just tried out 1.43. That phase list is really useful! If I might make a suggestion, would it be possible to make it so that clicking on a phase would advance to that phase without pausing in between (unless the opponent performs an action that you can react to with an instant or ability)?
Issue 422 added to task list.
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Re: Feature requests

Postby Lodici » 15 Nov 2013, 23:03

ShawnieBoy wrote:I'd love some more creature ability symbols - There's already one for flying and for summoning sickness.
How about Trample, Protection (for each colour+artifacts) etc.
Issue 423 added to task list.
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Re: Feature requests

Postby jerichopumpkin » 27 Nov 2013, 11:42

Is possible to add the X cost to planeswalker abilities? I want to do Chandra Nalaar, but as of things are now, it's not possible.
Another card that intersted me is Purgatory, so I wonder if it's possible to let the player choose an exiled card (obviously also from a list of cards exiled with a specific card) as a target for an effect. This would open the road for a bunch of cards.
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Re: Feature requests

Postby ShawnieBoy » 03 Dec 2013, 00:55

Is it possible to add an enchantment target choice which is neither positive or negative?
I can make Cagemail, but it can be used to prevent an opponent's creature from attacking, or pumping your own creature e.g. a Wall. Using 'enchant=pump,pos creature' on this doesn't feel quite right, nor would 'enchant=can't attack, neg creature' *shrug*

Would AI ever target an opponent's permanent with a 'pos' prefix?
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Re: Feature requests

Postby melvin » 03 Dec 2013, 03:37

ShawnieBoy wrote:Is it possible to add an enchantment target choice which is neither positive or negative?
It is available and used by cards like Soul Link, eg enchant=lifelink,creature

ShawnieBoy wrote:Would AI ever target an opponent's permanent with a 'pos' prefix?
Only when the AI doesn't have any creature available. The logic for pos prefix is to always choose your own permanent if available, if not choose the opponent's.
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Re: Feature requests

Postby melvin » 06 Dec 2013, 02:31

jerichopumpkin wrote:Is possible to add the X cost to planeswalker abilities? I want to do Chandra Nalaar, but as of things are now, it's not possible.
Will look into it, tracking this as https://code.google.com/p/magarena/issues/detail?id=436

jerichopumpkin wrote:Another card that intersted me is Purgatory, so I wonder if it's possible to let the player choose an exiled card (obviously also from a list of cards exiled with a specific card) as a target for an effect. This would open the road for a bunch of cards.
Should be doable by adding some target choices that are based on the source of the effect. Tracking this as https://code.google.com/p/magarena/issues/detail?id=437
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Sealed deck or another tornament type of game

Postby pedro1973 » 02 Jan 2014, 18:35

I've downloaded the latest version of Magarena (1.45). I follow this project since the beginning, and you've done a nice job. It's great to have a lot of cards and a great AI, but you need a good game mode to keep people coming back to play Magarena. You really need to focus now on a tournament type of game. I'm playing Planeswalkers 2014 because of the sealed deck play. I wish Magarena has a similar game mode. With the amount of cards you already have this could be a even greater game. My wish for 2014 to Magarena is this:)

I also wish that the random decks have more magic cards (sorcery and instants). They have too many creatures and the game without magic gets a little boring and predictable. It's "great" when something unexpected happens from an instant or sorcery cards. Even better is the possibility to define the number of lands, creatures, instants, sorceries or artifacts you want to be in the random decks creation. A custom random deck creation.

THX and keep the great job you're doing
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Re: Feature requests

Postby hong yie » 15 Jan 2014, 01:27

is "Flashback" doable?
this keyword will unlock many many wonderful cards. :)
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Re: Feature requests

Postby ember hauler » 15 Jan 2014, 11:13

hong yie wrote:is "Flashback" doable?
this keyword will unlock many many wonderful cards. :)
Oh yes. That would be cool.
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Re: Feature requests

Postby ShawnieBoy » 16 Jan 2014, 01:35

At the moment, cards exclusively in the graveyard or exile can't have abilities themselves. Kinda rules out Flashback along with lots of others. The only reason that there's a card with scavenge rules, is that it is on the battlefield giving abilities to cards in the graveyard (Varolz, the Scar-Striped).

Using that model, it may be possible to create 'Phantom' cards on the battlefield, related to cards in the graveyard with flashback, to give them their abilities.
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