New abilities question

Discute about general card coding keyword, ask questions and get answer about the mechanism, about the guideline, the direction we want to go...etc...
pake1
Posts: 129
Joined: Tue Mar 30, 2010 12:47 am

New abilities question

Post by pake1 » Tue Aug 31, 2010 9:30 pm

Hey Zeth, great job on this HUGGGE revamp of wagic,

couple questions

1. Are you planning to code 'untap' anytime soon?

Cards like Pili-Pala
Image

2. With the alternate cost implemented, will i be able to code

Flash Conscription
Image

I was thinking of coding that like
other={R}{W}{3}
other={R}{W}{W}{2}

wtc.

or Force of will?
Image

3. Any plans on putting cards on the BOTTOM of decks?


thanks bro montana

cball1311
Posts: 25
Joined: Sat Aug 28, 2010 1:10 am

Re: New abilities question

Post by cball1311 » Wed Sep 01, 2010 1:28 am

On Force of Will, Zeth answered my post to that question and its just a simple use of the *NEW* other exile cost. All the work that many people are doing is making this the best magic AI game out there.

Here it is pake1, give it a shot

Code: Select all

[card]
name=Force of Will
target=*|stack
auto=fizzle
other={L}{e(*[blue]|myhand)}
text=You may pay 1 life and remove a blue card in your hand from the game instead of paying Force of Will's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell.
mana={3}{U}{U}
type=Instant
Works like a charm

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: New abilities question

Post by Zethfox » Wed Sep 01, 2010 9:44 am

unfortunately you cant use other= cost to check colors spent, that a whole different genre of cards wagic doesnt support yet. i am trying to code sunburst, and if i do, it means checking colors of mana spent should follow soon behind it.

as for untap as cost, it still something to consider.

force of will should alrdy be coded by doc for submission soon, as its one of the cards we discussed. it looks JUST like the code cball used below.

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: New abilities question

Post by Zethfox » Thu Sep 02, 2010 3:03 pm

also would like to point out, that until i learn how to code in an menu like the ones that appear for abilities, which will allow you to make a choice...
if you have enough mana in your mana pool to pay the real cost...then you can not pay alternative cost.

ive been desperately trying to code a menu to pop up and give you choices, since i need it for a couple new abilities im coding :/


EDIT this is already done :P go me!

pake1
Posts: 129
Joined: Tue Mar 30, 2010 12:47 am

Re: New abilities question

Post by pake1 » Tue Sep 07, 2010 7:18 pm

First and foremost,

STORM!!??! and AFFINITTY!?! . 3 Months ago these were just ideas, now reality.

Thanks Zeth keep it up man. I haven't card coded in a while and stopped ever since I started working (and some sc2 =p)


Some questions

nocreatures -------- target player cant play creatures this turn.
nospells --------- target player cant play spells this turn.


Can this be used to code time walk or time warp!?

and

Are there any plans in the future to mana reduce activated ablities on cards? such as Heartstone?

If you need any testing of abilities, let me know, Ill try to do so on the little free time I have now.

KF1
Posts: 1952
Joined: Tue Apr 06, 2010 7:04 pm

Re: New abilities question

Post by KF1 » Wed Sep 08, 2010 12:57 am

Affinity question... PSP observations

Have all the affinity options been implemented or am I missing something?

For example: Razor Golems, affinity for Plains.

Switching topics:

The AI doesn't like to use unearth cards from the graveyard.

Overall, the new abilities seem to be working smoothly so far.

Dr.Solomat
Posts: 975
Joined: Mon Dec 15, 2008 5:12 pm
Location: Germany

Re: New abilities question

Post by Dr.Solomat » Wed Sep 08, 2010 10:35 am

KF1 wrote:Affinity question... PSP observations

Have all the affinity options been implemented or am I missing something?

For example: Razor Golems, affinity for Plains.

Yes! For Razor Golem, it is: abilities=affinityplains
Sets Coded/Released: Legends, Visions, Weatherlight, Tempest, Stronghold, Portal I & III, Urza's Saga BLOCK, Mercadian Masques, Invasion BLOCK, Mirrodin, Ravnica, Guildpact, Conflux, Alara Reborn

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: New abilities question

Post by Zethfox » Wed Sep 08, 2010 1:57 pm

KF1 wrote:Affinity question... PSP observations

Have all the affinity options been implemented or am I missing something?

For example: Razor Golems, affinity for Plains.

Switching topics:

The AI doesn't like to use unearth cards from the graveyard.

Overall, the new abilities seem to be working smoothly so far.

the Ai wasnt able to use unearth from before either LOL...Ai ignores all "autohand" "autograveyard" abilities...and is only programmed to handle normal abilities which dont require extra cost (like sacrifices) if Ai was improved in the future, this is something we need to improve...


oh and Pike, you can try the {r}{W} thing or whatever cost you were asking about earlier in this thread, i recoded "other=" to hand more, less, even equal manacost....so both manacost and extra cost can be completely different amounts...or even the way same amount....
maybe it could act as a "you may choose to do something else when you cast this" and have other and mana be the same cost...

sandman423
Posts: 739
Joined: Thu Sep 10, 2009 8:59 pm

Re: New abilities question

Post by sandman423 » Fri Sep 10, 2010 9:17 pm

Wait hold the phone...

Storm and Affinity are available?

Where and How can I add them to my PSP 12.1 Wagic?

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: New abilities question

Post by Zethfox » Sat Sep 11, 2010 6:01 pm

theres a thread on the forums main page thats "compilations and source" inside that section read the first thread about compiling for the source. your other option is to wait for release of rev 13.

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