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Manalink Update June 2 2009 - The race to 2000

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Re: Manalink Update June 2 2009 - The race to 2000

Postby jatill » 03 Jun 2009, 13:32

Blackblade wrote:When i cycle Gempalm Incinerator i still can draw card from Fecundity.
I believe that's the cycle card you're drawing.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby 0rion79 » 03 Jun 2009, 16:33

A bit more cute...
Iv'e tried to find something that would cause the rules engine card to look a bit different than "normal" cards and this looks as a good result, since I wished to "minimize" the impact of this needed "card" into the game.
The only problem is that, to turn it into a golden card, I had to mark is as a 2-colors in the exe (red and green) with the result that Gempalm Incinerator can target but cannot damage green-warded creatures. Anyway, I think that also red is still fine :) What do you think about? Is there a way to force the game to show it as golden even if it is only red?
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Re: Manalink Update June 2 2009 - The race to 2000

Postby ZyniX69 » 03 Jun 2009, 22:51

Sweet idea, how could I do that to mine?
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Re: Manalink Update June 2 2009 - The race to 2000

Postby Nachomancer » 04 Jun 2009, 00:01

All of the spells that do damage when they're cycled are red, so we won't have to worry about protection from colours if the rules engine is red. I'm not sure if we can do anything to stop the engine from being mass-bounced or eaten, though.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby Neko » 04 Jun 2009, 00:34

the Yavimaya Enchantress gets +1/+1 for each rules engine xD
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Re: Manalink Update June 2 2009 - The race to 2000

Postby HarryPitfall » 04 Jun 2009, 02:01

Just 'cause the editor don't have the card type "Effect", dont mean that isn't exists...

On magic.exe tab, the 'Card Type' can be setted to 80, making the card a "Effect"... also, add shroud (just set the flag on Static Abilities 3) if you want, but all spells i test, don't accept "effect" as target (even vindicate/confiscate).
Also, make the avatar as "80" (effect) on cardtype too, this will make then the same as the rules engine...

I'm wonder that nobody figures these small tricks on the game until now...
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Re: Manalink Update June 2 2009 - The race to 2000

Postby CirothUngol » 04 Jun 2009, 02:44

Oh, so it'd be like Naf's Asps or Mana Drain... an effect that stays on the board until you tell it to go away. That'd be cool!
It would also have that otherly look that would distinguish it from other cards. Convenient.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby 0rion79 » 04 Jun 2009, 06:25

Ok, here is the exe version with changes suggested by harry pitfal and with the art that you asked me.
For now, enchantments have survived Nevynniral's Disk and Tranquillity effect... looks working, but it is too soon to say!
For me, it is still disturbing to have a "red enchantment"-like permanent on the field (it is not possible to change its color or it will affect other warded creatures more than red-warded ones) but I think we have to be patient until when Jatill will find another way to have Gempalm Incinerator to deal red damage without using the Rules Engine...
Please, consider it as a beta-version, a non-official one, ok?

http://www.savefile.com/files/2123758
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Re: Manalink Update June 2 2009 - The race to 2000

Postby HarryPitfall » 04 Jun 2009, 11:03

To deal 'red' damage, create another 'red' effect that deals the damage, and remove from game after the work... for example, a red damage effect that deals damage and removes itself from game when comes into play... is flametongue kavu already coded? the only basic change is the ammount of damage...
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Re: Manalink Update June 2 2009 - The race to 2000

Postby Salbei » 04 Jun 2009, 11:14

Since it is my first post on this forum i´d like to thank you first.
You guys did an amazing job of "re-animating" one of my all time favourites.

So far i have downloaded the "Hot" Dotp (with manalink) , patched to manalink 2.0 then applied the recent patch (with yawg. will // changes to the "rules engine" . After that i updated the card art folder as it was mentioned and it works great so far.

Unfortunatly i got issues with the Duress card.
It either works perfectly fine (i can choose the propper cards and the AI discards the card as desired) OR
it crashes the game.
It seems to only crash if there are no propper targets to choose (only lands for example).

Did i mess anything up while installing or does anyone else is having trouble with that card ?
Retired a long time ago. I will not reply.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby stassy » 04 Jun 2009, 11:31

Beside the "thinking hard" AI bug and current network game issue, only new cards from ML2 may crash the game so it's card related.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby Salbei » 04 Jun 2009, 11:52

HarryPitfall wrote:To deal 'red' damage, create another 'red' effect that deals the damage, and remove from game after the work... for example, a red damage effect that deals damage and removes itself from game when comes into play... is flametongue kavu already coded? the only basic change is the ammount of damage...
Flametongue Kavu is already in the game, yes.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby jatill » 04 Jun 2009, 12:18

HarryPitfall wrote:Just 'cause the editor don't have the card type "Effect", dont mean that isn't exists...

On magic.exe tab, the 'Card Type' can be setted to 80, making the card a "Effect"... also, add shroud (just set the flag on Static Abilities 3) if you want, but all spells i test, don't accept "effect" as target (even vindicate/confiscate).
Also, make the avatar as "80" (effect) on cardtype too, this will make then the same as the rules engine...

I'm wonder that nobody figures these small tricks on the game until now...
Thank you Harry, that's a huge improvement. The problem with only one person doing all the coding is that ideas that don't occur to me will never get implemented. So any other bug fixes / suggestions you have are most welcome.

Orion-
Exactly what changes did you make? I'm too deep into coding cards to incorporate your changes without redoing them myself.
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Re: Manalink Update June 2 2009 - The race to 2000

Postby Salbei » 04 Jun 2009, 13:21

stassy wrote:Beside the "thinking hard" AI bug and current network game issue, only new cards from ML2 may crash the game so it's card related.
hmm you can choose between : apprentice, magician,sorcerer and wizard . would that AI bug still occur at a lower AI difficulty ?
what is the difference between ´em anyway ?

sorry for going offtopic :roll:
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Re: Manalink Update June 2 2009 - The race to 2000

Postby 0rion79 » 04 Jun 2009, 13:32

"
jatill wrote:Orion-
Exactly what changes did you make? I'm too deep into coding cards to incorporate your changes without redoing them myself.
Almost nothing: I've just applied harry's adviced and changed the Magic.exe to turn all Vanguard avatars, draft and Rules Engine into effects (code "80" in the place of the one used for enchantments). Also, I've changed the text in the CSV for your rules engine and you can find the art in the archive that I've linked in my previous post. Ah, also, I've tagged Rules Engine as a token ( "01000h" in the CSV "expansion" column) to have it NOT to appear into the deck editor, since tokens are never shown there.
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