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Fate Reforged Development Thread (185/185) UPDATED 3-1-15

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Fate Reforged Development Thread (185/185) UPDATED 3-1-15

Postby Tejahn » 19 Jan 2015, 09:12







CARD LIST (161) - I've tested this list of cards and they work properly. The set should be ready in the coming days.
Abzan Advantage
Abzan Beastmaster
Abzan Kin-Guard
Abzan Runemark
Abzan Skycaptain
Ainok Guide
Alesha's Vanguard
Ambush Krotiq
Ancestral Vengeance
Arashin Cleric
Arcbond
Archers of Qarsi
Archfiend of Depravity
Atarka, World Render
Aven Skirmisher
Aven Surveyor
Bathe in Dragonfire
Battle Brawler
Bloodfell Caves
Bloodfire Enforcers
Blossoming Sands
Break Through the Line
Brutal Hordechief
Cached Defenses
Channel Harm
Citadel Siege
Collateral Damage
Crucible of the Spirit Dragon
Crux of Fate
Cunning Strike
Daghatar the Adamant
Dark Deal
Defiant Ogre
Destructor Dragon
Diplomacy of the Wastes
Dismal Backwater
Douse in Gloom
Dragon Bell Monk
Dragonscale General
Dromoka, the Eternal
Elite Scaleguard
Enhanced Awareness
Fascination
Fearsome Awakening
Feral Krushok
Flamerush Rider
Flamewake Phoenix
Forest
Forest
Friendly Fire
Frontier Mastodon
Frontier Siege
Frost Walker
Fruit of the First Tree
Goblin Boom Keg
Goblin Heelcutter
Gore Swine
Grave Strength
Great-Horn Krushok
Grim Contest
Gurmag Angler
Harsh Sustenance
Hero's Blade
Hewed Stone Retainers
Honor's Reward
Hooded Assassin
Humble Defector
Hungering Yeti
Hunt the Weak
Island
Island
Jeskai Barricade
Jeskai Runemark
Jeskai Sage
Jungle Hollow
Kolaghan, the Storm's Fury
Lightning Shrieker
Lotus Path Djinn
Lotus-Eye Mystics
Map the Wastes
Marang River Prowler
Mardu Runemark
Mardu Scout
Mardu Shadowspear
Mardu Strike Leader
Mardu Woe-Reaper
Merciless Executioner
Mindscour Dragon
Mistfire Adept
Mob Rule
Monastery Mentor
Monastery
Mountain
Mountain
Neutralizing Blast
Noxious Dragon
Ojutai, Soul of Winter
Orc Sureshot
Outpost Siege
Palace Siege
Pilgrim of the Fires
Plains
Plains
Pressure Point
Pyrotechnics
Rakshasa's Disdain
Rally the Ancestors
Reach of Shadows
Refocus
Return to the Earth
Rite of Undoing
Rugged Highlands
Ruthless Instincts
Sage-Eye Avengers
Sage's Reverie
Sandblast
Sandsteppe Mastodon
Sandsteppe Outcast
Scoured Barrens
Scroll of the Masters
Shaman of the Great Hunt
Shamanic Revelation
Shifting Loyalties
Shockmaw Dragon
Sibsig Host
Sibsig Muckdraggers
Silumgar, the Drifting Death
Smoldering Efreet
Sudden Reclamation
Sultai Runemark
Sultai Skullkeeper
Supplant Form
Swamp
Swamp
Swiftwater Cliffs
Tasigur, the Golden Fang
Tasigur's Cruelty
Temporal Trespass
Temur Battle Rage
Temur Runemark
Temur Sabertooth
Thornwood Falls
Torrent Elemental
Tranquil Cove
Typhoid Rats
Ugin, the Spirit Dragon
Ugin's Construct
Valorous Stance
Vaultbreaker
Wandering Champion
War Flare
Warden of the First Tree
Wardscale Dragon
Whisk Away
Whisperer of the Wilds
Wild Slash
Will of the Naga
Winds of Qal Sisma
Wind-Scarred Crag

CARD LIST (27) These are a work-in-progress. Some are complete but untested.
Alesha, Who Smiles at Death
Arashin War Beast
Battlefront Krushok
Cloudform
Dragonrage
Ethereal Ambush
Fierce Invocation
Formless Nurturing
Ghastly Conscription
Jeskai Infiltrator
Lightform
Mastery of the Unseen
Qarsi High Priest
Rageform
Reality Shift
Renowned Weaponsmith
Shu Yun, the Silent Tempest
Soul Summons
Soulfire Grand Master
Soulflayer
Sultai Emissary
Tasigur, the Golden Fang
Temur War Shaman
Whisperwood Elemental
Wildcall
Write into Being
Yasova Dragonclaw
Last edited by Tejahn on 02 Mar 2015, 07:34, edited 23 times in total.
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Re: Fate Reforged (117/185) LAST UPDATED 1-25-15

Postby Tejahn » 20 Jan 2015, 16:43

UPDATE LOG:

ART UPDATES
Added high resolution art to various cards.


INFORMATION UPDATES

PROGRESS
Tested all Bolster and Dash cards.

MECHANICS OF FATE REFORGED

It has occurred to me that I should post the codes for the different keywords. Beneath each mechanic is the code as well as a card the keyword is featured on.

BOLSTER - Complete. Tested the Bolster mechanic to ensure it doesn't trigger Heroic when having to choose between creatures that have the same toughness.

Elite Scaleguard
Code: Select all
<RESOLUTION_TIME_ACTION>
    local i = 0
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    if filter:CountStopAt(1) == 1 then
      local subfilter = filter:AddSubFilter_Or()
      while i &gt;= 0 do
        subfilter:Add( FE_TOUGHNESS, OP_EQUALS, i )
        if filter:CountStopAt(2) == 2 then
          EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS1_PLUS1_COUNTER", EffectDC():Make_Targets(0) )
          return
        elseif filter:CountStopAt(2) == 1 then
          filter:EvaluateObjects()
            EffectDC():Make_Targets(0):Set_CardPtr( 0, filter:GetNthEvaluatedObject(0) )
          return
        end
         i = i + 1
      end
    end       
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then   
    target:AddCounters( MTG():PlusOnePlusOneCounters(), 2)
    end
    </RESOLUTION_TIME_ACTION>
DASH - Complete.

Mardu Strike Leader
Code: Select all
<UTILITY_ABILITY qualifier="Alternate">
   <COST mana_cost="{3}{B}" type="Mana" />
   <COST type="Generic">
      <PREREQUISITE>
         return true
      </PREREQUISITE>
      <RESOLUTION_TIME_ACTION>
         if EffectSource() ~= nil then
            local delayDC = EffectDC():Make_Chest(1)
            delayDC:Set_CardPtr(0, EffectSource())
            delayDC:Protect_CardPtr(0)
            MTG():CreateDelayedTrigger(1, delayDC)
            MTG():CreateDelayedTrigger(3, delayDC)
         end
      </RESOLUTION_TIME_ACTION>
   </COST>
   <ABILITY_TEXT tag="CARD_QUERY_PAY_DASH_COST" />
</UTILITY_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
   <CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
   <TRIGGER value="SPELL_RESOLVED">
      return TriggerObject() == EffectDC():Get_CardPtr(0)
   </TRIGGER>
   <RESOLUTION_TIME_ACTION>
      local delayDC = EffectDC():Make_Chest(1)
      MTG():CreateDelayedTrigger(2, delayDC)
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" priority="-1">
   <CLEANUP fire_once="1" />
   <TRIGGER value="BEGINNING_OF_STEP">
      return MTG():GetStep() == STEP_END_OF_TURN
   </TRIGGER>
   <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         EffectSource():PutInHand()
      end
   </RESOLUTION_TIME_ACTION>
   <AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="3">
   <CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <CONTINUOUS_ACTION layer="6">
      if EffectSource() ~= nil then
         EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HASTE, 1)
      end
   </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>
MANIFEST - Incomplete. I tried created this one by looking at NeoAnderson's Morph code but I've been unsuccessful.

MODAL ETB - Semi-complete. All modal cards complete and working properly except the Siege cycle. Both options keep triggering regardless of which mode I choose.

Ainok Guide
Code: Select all
  <TRIGGERED_ABILITY>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <MODE_SELECT tag="MODE_CHOOSE_ONE">
      <MODE tag="CARD_QUERY_AINOK_GUIDE_RECEIVES_A_PLUS_ONE_PLUS_ONE_COUNTER" index="1" />
      <MODE tag="CARD_QUERY_AINOK_GUIDE_PUTS_A_BASIC_LAND_ON_TOP_OF_YOUR_LIBRARY" index="2" />
    </MODE_SELECT>
    <RESOLUTION_TIME_ACTION mode="1">
   if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION mode="2">
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:SetZone( ZONE_LIBRARY, effectController )
    effectController:ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION mode="2">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:GuidedReveal( target:GetZone(), ZONE_HAND )
    end 
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION mode="2">
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION mode="2">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:PutOnTopOfLibrary()
    end 
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
Last edited by Tejahn on 25 Jan 2015, 16:38, edited 9 times in total.
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Re: Fate Reforged (117/185) LAST UPDATED 1-19-15

Postby Tejahn » 20 Jan 2015, 16:43

NOTES CONCERNING BRUTAL HORDECHIEF AND CRUCIBLE OF THE SPIRIT DRAGON.


I'm aware that Brutal Hordechief's activated ability cannot be implemented entirely. But on the upside, being able to control any aspect of combat is crucial so I coded the card to force your opponents creatures to still have to block if able. I think that's sufficient in and of itself although I to prefer to have all their creatures block one of my tokens while the rest of the clan push damage through. And besides, his static ability is too powerful not to include him.


As with Brutal Hordechief, Crucible of the Spirit Dragon can't be coded with exactness. It will be entirely up to you to spend the mana produced by this land only on dragons. I'm sure the AI will treat this card as any other land but I decided to include it because the reason for not doing so is so trivial.
Last edited by Tejahn on 21 Jan 2015, 07:45, edited 1 time in total.
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Re: Fate Reforged (117/185) LAST UPDATED 1-19-15

Postby Chakan » 20 Jan 2015, 16:58

Looking forward to the release, Tejahn.
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Re: Fate Reforged (152/185) LAST UPDATED 1-20-15

Postby Tejahn » 21 Jan 2015, 06:44

I'm working diligently to finish the set. Thanks for the reply Chakan!
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Re: Fate Reforged (152/185) LAST UPDATED 1-20-15

Postby mamoul » 21 Jan 2015, 08:03

Thanks a lot for this work. I've coded yet myself Monastery Mentor to test it in a R/W deck with Monastery Swiftspear (amazing deck :D ) but I didn't think that a coder will release the complete set so quickly.

So i'm pending for the end of your work :wink:
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Re: Fate Reforged (152/185) LAST UPDATED 1-20-15

Postby Tejahn » 21 Jan 2015, 08:32

Thanks! I'm was hoping to have the set released before the end of this week. I've been experimenting with coding the Manifest keyword. If you or anyone manage to implement that mechanic be sure to post the code. It'll great expedite the release of this set.
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Re: Fate Reforged (117/185) LAST UPDATED 1-19-15

Postby Kithkin » 21 Jan 2015, 11:58

Tejahn wrote:NOTES CONCERNING BRUTAL HORDECHIEF AND CRUCIBLE OF THE SPIRIT DRAGON.

I'm aware that Brutal Hordechief's activated ability cannot be implemented entirely. But on the upside, being able to control any aspect of combat is crucial so I coded the card to force your opponents creatures to still have to block if able. I think that's sufficient in and of itself although I to prefer to have all their creatures block one of my tokens while the rest of the clan push damage through. And besides, his static ability is too powerful not to include him.
This ability is similar to Master Warcraft. I don't know, who coded it, but you can find it in VXP's dlc. It works like a charm. Check it out. You will only need DATA_DLC_VXP_OTHER.
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Re: Fate Reforged (152/185) LAST UPDATED 1-20-15

Postby Tejahn » 21 Jan 2015, 16:19

Thanks for the link. I'll check into it. But as far as I know you can't control how your opponents creatures block. It was possible with 2013 but I think they nuked the function. Also, thefiremind added it to his Leyland of Deity.
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Re: Fate Reforged (152/185) LAST UPDATED 1-20-15

Postby Xander9009 » 22 Jan 2015, 02:05

TFM told me that he added that ability to his leyline before discovering it didn't work. I also have experience with it not working (which is what led to him explaining that). So, if someone has it working, that's awesome.

Anyway, for Crucible of the Spirit Dragon, Neo has a mostly working approximation. It's released in its own thread for Restricted Mana. It doesn't work for abilities, but it'll work for the casting of dragons. I imagine you'd rather stick with its current setup, but I figure I'll make sure you're aware of it in case you'd rather it be too strict instead of not strict enough.

Nicely done with these. Almost finished :) Do you still need Yasova Dragonclaw? If so, post what you've got in the Formal Request Thread and I'll take a look tomorrow if I remember. If you can't figure out the Haste missing from Dash, you should post that, too.
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Re: Fate Reforged (152/185) LAST UPDATED 1-20-15

Postby Tejahn » 22 Jan 2015, 02:17

Thanks for the offer Xander9009! I requested her a while back. I'll be sure to post what I have in that thread. As for Dash, here is the link to the topic I posted in the Programming Talk section. It contains the code.

viewtopic.php?f=63&t=16664

EDIT: Kithkin, I tested the Master Warfare code and the game won't allow me to continue when I click to remove a creature from blocking. I then can't make the creature re-block or advance my attack.
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Re: Fate Reforged (158/185) LAST UPDATED 1-25-15

Postby orlouge82 » 28 Jan 2015, 16:54

Very excited for this release. Any ETA?
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Re: Fate Reforged (158/185) LAST UPDATED 1-25-15

Postby Tejahn » 28 Jan 2015, 21:59

I've tested all the cards except the 27 listed as incomplete. I'll do some further testing tonight and upload a few decks featuring some of the new cards. With that said, I hope to release the set the first week of February.
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Re: Fate Reforged (158/185) LAST UPDATED 2-7-15

Postby Tejahn » 07 Feb 2015, 21:04







I'm still having trouble with the "Siege"-Cycle and would like to request some guidance making them rule compliant. As I stated above, both options keep triggering regardless of which mode I choose. If someone can provide their code for one of the cards displayed above I could follow that pattern to finalize the others. Below is more information pertaining to the newly introduce mechanic.

ANCHOR WORD
Anchor words were introduced in Fate Reforged, where the "Siege"-cycle featured the choice between "Khans" and "Dragons". An anchor word is a word that precedes a choice on a modal spell, to give the respective abilities a bit of flavor and signify the choice. Anchor words don't have a specific rule attached to them.

Official Rulings

11/24/2014 Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.

11/24/2014 The words “Khans” and “Dragons” are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. “[Anchor word] — [Ability]” means “As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability].” Notably, the anchor word “Dragons” has no connection to the creature type Dragon.

11/24/2014 Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won’t depend on the choice made for the original permanent.
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Re: Fate Reforged (158/185) LAST UPDATED 2-7-15

Postby RiiakShiNal » 07 Feb 2015, 22:06

It's just setting a value in a LinkedDC() on an ETB trigger then in the other 2 abilities you check the value against what it should be for that ability if it matches then do something otherwise don't do anything.
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