Mod Pokewon [Alpha VER]

Graphics and Themes you created go here.
Please read the Image Theme Guide, FAQ, & Index before posting in this forum.
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Mod Pokewon [Alpha VER]

Post by rodrigo.demoura » Wed Feb 09, 2011 3:50 pm

Hello, a few weeks I thought it was a possibility to create a mod game of Pokemon cards.

I know the rules of Magic and Pokemon are different.
Thus it would adjust the rules of pokemon to magic.

I generated a highly simplified version and all the rules have not yet been developed.
This version is based on the latest version from SVN.

There is only one monster card, and an energy card to be able to test the basic rules.


Rules that need to be created:
1) Flip coin ability
2) Victory Condition

image: http://pokebeach.com/scans/base-set/44-bulbasaur.jpg

Version Alpha 0.1
http://www.mediafire.com/file/8gzgnrya1u303pw/Alpha.zip

All help is welcome
Last edited by rodrigo.demoura on Tue Mar 15, 2011 9:09 pm, edited 2 times in total.

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

Re: Mod Pokewon

Post by Zethfox » Wed Feb 09, 2011 4:08 pm

yes you can adapt of version of pokemon to wagic...however those 2 have code that make no sense.
best reference for code is the res->sets->primitives->primitive.txt
find cards which do similar effects that you are trying to get.

rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura » Thu Feb 10, 2011 1:31 pm

Zethfox.
Tanks for reply.

Well I'll try to create the best possible way the cards.

I also have to create specific rules for the game.
Ex. The game may only have 6 creatures in play.

I can apply multiple rules on mtg.txt file from the rules folder?

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

Re: Mod Pokewon

Post by Zethfox » Thu Feb 10, 2011 6:33 pm

you can have a new txt file called "pokemon" or something in the primitive folder, it will load the cards if you change your settings in the game options-->advenced "grade" to unsupported.

rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura » Fri Feb 11, 2011 3:15 am

Zethfox
I want to make a full version, not only a new Sep

Pokemon rules are simple compared with those of magic.

I need to implement the basic rules of the game

Of course many coin flip cards use the skill, which has not yet been implemented. but I believe it is possible to play with the other cards.

wololo
Site Admin
Posts: 3727
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: Mod Pokewon

Post by wololo » Sat Feb 19, 2011 1:33 pm

rodrigo.demoura wrote: Rules that need to be created:
1) Only 6 creatures in play
2) Only one monster can attack per turn
3) Flip coin ability
4) Attach only one energy card per turn
5) Victory Condition
This sounds a bit tough for now, but we have a few abilities that can help you.
I will be trying very hard in the months to come to transform Wagic into a much more flexible card engine, but we're not there yet.

Let me try a few hints, and hopefully Zethfox will be able to correct me.

Assuming you have our latest SVN version:
You can update Rules/mtg.txt with the following under [Players]
1) Only 6 creatures in play
auto=aslongas(creature|myBattlefield) >5 maxCast(creature)0

2) Only one monster can attack per turn
I don't know. Zeth?

3) Flip coin ability
Not doable yet I believe ?

4) Attach only one energy card per turn
Assuming they're like auras:
auto=maxCast(aura)1

5) Victory Condition
Try to look for the keyword wingame in primitives.txt and see if you can use it for your mod...

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

Re: Mod Pokewon

Post by Zethfox » Sat Feb 19, 2011 8:27 pm

the actual set up of pokemon for direct translation into wagic is a bit too much, we would have better luck trying to emulate "netrunner"

rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura » Mon Feb 21, 2011 9:03 pm

Thanks for the reply.
I am deeply analyzing the game and really is an immense task.
I'm currently using version 14, to make changes

I'm dowloanding the latest SVN version. And I will test the new features

In my tests I am using the counters to the rules occur. But I'm not sure if it's the best way.

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

Re: Mod Pokewon

Post by Zethfox » Mon Feb 21, 2011 11:35 pm

just remember, in C++ there are counters the player never needs to see :)

rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura » Wed Feb 23, 2011 12:18 pm

Hi guys
Was analyzing the source code and I have a doubt.
How will the new ability "dynamicability <!" works

Post Reply