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2014




Battle for Zendikar - Checklist (Done, included in the CW)
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Re: Battle for Zendikar - Checklist
by fallenangle » 01 Oct 2015, 12:53
I'd like to try my hand at Fathom Feeder and Oblivion Sower, if that's all right with everyone.
Also, Chakan, there are a number of cards on the list (e.g., Pilgrim's Eye, Anticipate, Bone Splinters) that have already been coded because they are reissues in BFZ. They'll need new art, but they're essentially already done.
Also, Chakan, there are a number of cards on the list (e.g., Pilgrim's Eye, Anticipate, Bone Splinters) that have already been coded because they are reissues in BFZ. They'll need new art, but they're essentially already done.
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Re: Battle for Zendikar - Checklist
by Chakan » 01 Oct 2015, 17:32
Yeah, I intend on working on that soon. Go for the cards, fallenangle. Let me know how it goes.
Re: Battle for Zendikar - Checklist
by Xander9009 » 01 Oct 2015, 17:43
Regarding the processor ability, fallenangle sent me some apparently working code from Neo that doesn't require the exile manager. I'm not sure exactly why I was under the impression it was necessary, but it's a much easier method. It's just like any other zone. I think what it must have been is that exiled cards can't be targeted. That doesn't mean they can't be filtered, though, which I think is how I interpreted it. I'm not sure. It was quite awhile ago.
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Re: Battle for Zendikar - Checklist
by Chakan » 01 Oct 2015, 18:38
You know more than I do. I can barely code the simpler cards. 

Re: Battle for Zendikar - Checklist
by Xander9009 » 01 Oct 2015, 20:49
- Already completed | Open
- Dispel
Dragonmaster Outcast
Dutiful Return
Evolving Wilds
Felidar Sovereign
Flooded Strand
Giant Mantis
Godless Shrine (MM and AT)
Hallowed Fountain (MM and AT)
Marsh Flats
- Just completed | Open
- Cryptic Cruiser
Deathless Behemoth
Dust Stalker
Emeria Shepherd
Exert Influence
Eyeless Watcher
Fathom Feeder
Fertile Thicket (MM and AT)
Geyserfield Stalker
Ghostly Sentinel
Goblin War Paint
Grave Birthing
Grove Rumbler
Guul Draz Overseer
Halimar Tidecaller
Infuse with the Elements
Kalastria Nightwatch
Kor Castigator
Kor Entanglers
Lavastep Raider
Lifespring Druid (MM and AT)
Lithomancer's Focus
Looming Spires (MM and AT)
Makindi Sliderunner
March from the Tomb
Molten Nursery
Mortuary Mire (MM and AT)
Munda, Ambush Leader
Murasa Ranger
Murk Strider
- Awaken cards skipped | Open
- Earthen Arms
Encircling Fissure
Mire's Malice
I'll try and get some more done later.
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Re: Battle for Zendikar - Checklist
by Xander9009 » 01 Oct 2015, 21:32
- Already completed | Open
- Overgrown Tomb (MM and AT)
Plummet
Sacred Foundry (MM and AT)
Scalding Tarn
Smite the Monstrous
Steam Vents (MM and AT)
Stomping Ground (MM and AT)
Temple Garden (MM and AT)
Verdant Catacombs
Watery Grave (MM and AT)
Wooded Foothills
That should be all remaining cards that were already done. Where applicable, both MM and AT sources are coded (only in this section.
EDIT: I just added the missing auto-tap blighted lands.
Last edited by Xander9009 on 01 Oct 2015, 21:42, edited 1 time in total.
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Re: Battle for Zendikar - Checklist
by Chakan » 01 Oct 2015, 21:37
Alright, I'll cross these off the list. We're doing pretty good here. I'll have the cards I said I was going to do done soon and I'll do some more tomorrow.
Re: Battle for Zendikar - Checklist
by Xander9009 » 01 Oct 2015, 21:58
Sorry for stealing Fathom Feeder from you. I thought I'd removed my local copy of all of the cards others said they were going to code but I missed these two. I only realized it when I got to Oblivion Sower and recognized the ability as one I'd noted I didn't have to worry about. So that one's not done yet. (My local copy is the template for each card from TFM's generator. Just for the record.)fallenangle wrote:I'd like to try my hand at Fathom Feeder and Oblivion Sower, if that's all right with everyone.
Also, Chakan, there are a number of cards on the list (e.g., Pilgrim's Eye, Anticipate, Bone Splinters) that have already been coded because they are reissues in BFZ. They'll need new art, but they're essentially already done.
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Re: Battle for Zendikar - Checklist
by Xander9009 » 02 Oct 2015, 01:10
- Completed | Open
- Nissa's Renewal
Noyan Dar, Roil Shaper
Ondu Greathorn
Oracle of Dust
Painful Truths
Pathway Arrows
Prairie Stream
Prism Array
Processor Assault
Radiant Flames
Reclaiming Vines
Retreat to Coralhelm
Retreat to Hagra
Retreat to Valakut
Roilmage's Trick
Rot Shambler
Ruin Processor
Ruination Guide
Salvage Drone
Sanctum of Ugin
Sandstone Bridge
Seek the Wilds
Shadow Glider
Shatterskull Recruit
Shrine of the Forsaken Gods
Silent Skimmer
Skyline Cascade
Skyrider Elf
Smoldering Marsh (MM and AT)
Smothering Abomination
Snapping Gnarlid
Stone Haven Medic
Stonefury
Sunken Hollow (MM and AT)
Sure Strike
Swarm Surge
Tajuru Stalwart
Tajuru Warcaller
Tandem Tactics
Territorial Baloth
Titan's Presence
Touch of the Void
Tunneling Geopede
Ugin's Insight
Ulamog's Despoiler
Ulamog's Nullifier
Ulamog's Reclaimer
Unnatural Aggression
Valakut Invoker
Valakut Predator
Void Attendant
Void Winnower
Volcanic Upheaval
Voracious Null
Wasteland Strangler
Wave-Wing Elemental
Windrider Patrol
Woodland Wanderer
- List of Awaken cards | Open
- Boiling Earth
Clutch of Currents
Coastal Discovery
Earthen Arms
Encircling Fissure
Mire's Malice
Ondu Rising
Part the Waterveil
Planar Outburst
Rising Miasma
Roil Spout
Ruinous Path
Rush of Ice
Scatter to the Winds
Sheer Drop
That's all of them except Zada, Hedron Grinder, the 15 awaken cards, and the cards others have already reserved.
Left to do:
- Code awaken cards.
- Change Blight Herder to use simpler code.
- Find the remaining art.
- Change ArtIDs of cards already coded to use BFZ art.
- Correct Ingest help text being present on Devoid cards.
- Test all cards.
The art I have can be found here: https://drive.google.com/open?id=0B-cZn ... 3o5T3pieFk. Please follow the naming used there (card name, properly capitalized, followed by (token) or (promo) where applicable).
HQ Art and testing are the next steps except for the cards being done by others and the Awaken cards, which I'll try to get done tomorrow.
WOW! 65 cards just today, 127 over the last 3. I think I pulled my weight hahaha.
There will be a few missing. I think only the ones that were initially misspelled should be missing, and those are all detailed in one of my earlier posts. I'll try to do those tomorrow, too. Once I'm done with those and the awaken cards, I'll see if any others are missing.
EDIT: Speaking of the art, no one ever gave their opinion on whether the art should be renamed or not. viewtopic.php?f=109&t=17714&start=15#p186521
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Re: Battle for Zendikar - Checklist
by Xander9009 » 02 Oct 2015, 04:18
Just did all of the cards I saw that were missing.
So that's another 39 done. (166 total for me. Man I did way more than expected. I just want them all done by the release haha. So, if you guys don't get those done tomorrow, expect me to possibly swipe them... If awaken goes well...)
- Completed | Open
- Barrage Tyrant
Breaker of Armies
Brood Butcher
Dampening Pulse
Defiant Bloodlord
Dominator Drone
Drana's Emissary
Drowner of Hope
Eldrazi Devastator
Felidar Cub
Forerunner of Slaughter
Gideon's Reproach
Guardian of Tazeem
Hedron Archive (MM and AT)
Hero of Goma Fada
Incubator Drone
Kozilek's Channeler (MM and AT)
Kozilek's Sentinel
Lantern Scout
Mind Raker
Mist Intruder
Omnath, Locus of Rage
Oran-Rief Hydra
Plated Crusher
Quarantine Field
Reckless Cohort
Retreat to Emeria
Retreat to Kazandu
Rolling Thunder
Skitterskin
Slab Hammer
Spawning Bed (MM and AT)
Transgress the Mind
Ulamog, the Ceaseless Hunger
Unified Front
Veteran Warleader
So that's another 39 done. (166 total for me. Man I did way more than expected. I just want them all done by the release haha. So, if you guys don't get those done tomorrow, expect me to possibly swipe them... If awaken goes well...)
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Re: Battle for Zendikar - Checklist
by fallenangle » 02 Oct 2015, 12:48
I won't have a chance to work on Oblivion Sower until tomorrow, so if you want to swipe him, feel free, I'm just glad we'll have all these cards available by the time of release. Way to go, Xander!
By the way, I think that your idea for checking art ids using the CARDNAME field is good. You're in charge of the CW, anyway, so I think it should be up to you. Just be sure you post an example to the forum so that we know how to code things properly in the future.
By the way, I think that your idea for checking art ids using the CARDNAME field is good. You're in charge of the CW, anyway, so I think it should be up to you. Just be sure you post an example to the forum so that we know how to code things properly in the future.
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Re: Battle for Zendikar - Checklist
by Xander9009 » 02 Oct 2015, 12:50
Alright, then I'll work on that when I'm done with Awaken, which I'm working on now. I think it's working, but it needs tested a bit before I do the same thing with the other 14 cards.
EDIT: And I'm glad you like the idea for the art. If we go that route, I think it'll be a lot cleaner. And yeah, I'll post examples and I'll also get all of the current ArtIDs changed in the CW, so they could be referenced as examples as well. Also, while I suppose I am in charge of it, I feel like I'm more of a groundskeeper than a anything. I just try to keep it presentable.
EDIT: And I'm glad you like the idea for the art. If we go that route, I think it'll be a lot cleaner. And yeah, I'll post examples and I'll also get all of the current ArtIDs changed in the CW, so they could be referenced as examples as well. Also, while I suppose I am in charge of it, I feel like I'm more of a groundskeeper than a anything. I just try to keep it presentable.

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Re: Battle for Zendikar - Checklist
by Chakan » 02 Oct 2015, 17:25
Xander, you're on a roll man. Hey, if you're still itching to do some more cards, I still never got around to doing the cards I said I was going to do in that post of mine, so you can do those too if you want. 
Also, when I send you the BFZ cards I've done, I'll also be sending you misc. cards I've done over the months.

Also, when I send you the BFZ cards I've done, I'll also be sending you misc. cards I've done over the months.
Re: Battle for Zendikar - Checklist
by Xander9009 » 02 Oct 2015, 17:46
This one? viewtopic.php?f=109&t=17714&start=15#p186495
Also, update: I've gotten Awaken working. It does everything it's supposed to do EXCEPT allow the cost to be reduced and only/always allow it to be cast when it should be. It should allow the cost to be reduced according to the rules, I think, but it doesn't, and I don't think that's possible. The timing is tricky. I thought I had one working at one point, but I lost that copy of the card and couldn't get it working the same. It'll allow instants to be cast any time and it'll allow sorceries to be cast only if it "IsSorceryTime()". I based it on the code Neo made for overload. It consists of a series of checks which grant it one of two abilities.
One thing I was worried about was that the engine doesn't support separate duration tags inside a single ability, so all continuous actions must have the same duration. This meant that for cards to work that had an EOT clause or something, they had to be made more complicated by putting that part of the ability in a separate, delayed-trigger ability so they wouldn't interfere with one another. However, a realization hit me that the overload ability is like that because the main ability targets and the other ability doesn't; the two have different, mutually exclusive effects. Awaken, however, has one effect which will always happen, and the additional one which sometimes will. So, I reworked it a bit, and it's now not only a bit simpler, but the main ability is now properly in its own tag. This means that future awaken cards will be a snap to code, because the awaken ability now fully works right out of the generator. Only the main ability may need coded if it was too complicated. (A note, just for future reference, compartment 0 is in use by the awaken ability. Targets and other things should avoid that, even in their main ability. I don't know why this mattered, but Mire's Malice didn't work until the two completely separate abilities used different compartments for their targets.)
I'm testing the last few changes now (those changes being the compartment issues mentioned above). All awaken cards as well as Halimar Tidecaller are uploaded and should be available in the next repack, which I'll force when I get the last of the cards added.
Directly to fallenangle, Chakan, and Misplay: if you have cards you haven't uploaded, you should upload them or send them to me when you get the chance. I'm trying to get it packed and uploaded with all of the cards (minus the impossible Zada, Hedron Grinder) by the end of today. It's already this close to being ready. Might as well beat the official release if we can haha. While the official developers are delaying the release of 150 of the cards in Magic Duels, we'll have all ~250 available now.
(Sorry. I'm just really amused by that.)
Also, update: I've gotten Awaken working. It does everything it's supposed to do EXCEPT allow the cost to be reduced and only/always allow it to be cast when it should be. It should allow the cost to be reduced according to the rules, I think, but it doesn't, and I don't think that's possible. The timing is tricky. I thought I had one working at one point, but I lost that copy of the card and couldn't get it working the same. It'll allow instants to be cast any time and it'll allow sorceries to be cast only if it "IsSorceryTime()". I based it on the code Neo made for overload. It consists of a series of checks which grant it one of two abilities.
One thing I was worried about was that the engine doesn't support separate duration tags inside a single ability, so all continuous actions must have the same duration. This meant that for cards to work that had an EOT clause or something, they had to be made more complicated by putting that part of the ability in a separate, delayed-trigger ability so they wouldn't interfere with one another. However, a realization hit me that the overload ability is like that because the main ability targets and the other ability doesn't; the two have different, mutually exclusive effects. Awaken, however, has one effect which will always happen, and the additional one which sometimes will. So, I reworked it a bit, and it's now not only a bit simpler, but the main ability is now properly in its own tag. This means that future awaken cards will be a snap to code, because the awaken ability now fully works right out of the generator. Only the main ability may need coded if it was too complicated. (A note, just for future reference, compartment 0 is in use by the awaken ability. Targets and other things should avoid that, even in their main ability. I don't know why this mattered, but Mire's Malice didn't work until the two completely separate abilities used different compartments for their targets.)
I'm testing the last few changes now (those changes being the compartment issues mentioned above). All awaken cards as well as Halimar Tidecaller are uploaded and should be available in the next repack, which I'll force when I get the last of the cards added.
Directly to fallenangle, Chakan, and Misplay: if you have cards you haven't uploaded, you should upload them or send them to me when you get the chance. I'm trying to get it packed and uploaded with all of the cards (minus the impossible Zada, Hedron Grinder) by the end of today. It's already this close to being ready. Might as well beat the official release if we can haha. While the official developers are delaying the release of 150 of the cards in Magic Duels, we'll have all ~250 available now.

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Xander9009 - Programmer
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Re: Battle for Zendikar - Checklist
by Chakan » 02 Oct 2015, 18:58
Sounds like they need people like us working on Duels. 
And yeah, Xander. That's the post.

And yeah, Xander. That's the post.
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