WIP - Starwars Wagic Special (SWS)

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abrasax
Posts: 976
Joined: Wed Oct 15, 2008 7:46 am
Location: Switzerland

Re: WIP - Starwars Wagic Special (SWS)

Post by abrasax »

Hi,

Thanks for your amazing help on this one.

I've made some quick correction to the cards.dat. I've added some notes (preceded by #) when I was not sure.

Generic correction: {X} in the cost where missing the "{}", tribal is not a type but a subtype, as far as I know legendary type only work for creature, so I removed the legendary from all non-creature type.

I will playtest this one in the day to come.

[The extension zip has been deactivated and can no longer be displayed.]

I think the next step would be to try to add some cards... my goal was to try to reach 255 cards as most of the main "set" in magic. We will also need to try to equilibrate tribes & color (e.g. wookie might be more present in this set), the other star wars sets should be also taken into consideration they have a lot of ship,rebel and imperial permanent, but no sith/jedi/spy/wookie, etc...

I would like to add some ability that are currently missing... maybe something like horsemanship, mustattack and haste creatures... Also some global nifty enchantment like:
- Flying creature cannot attack (kind of anti-moat)
- Creature cannot block (I love this one)...

Also i'm open to any suggestions, I hope some people will playtest this one.

Grüssi

Abra

EDIT: I've also have an update of the starwars theme in my todo... almost ready to use... Since I don't have a private computer anymore at the moment I'm not sure I will be able to post it soon... but stay tuned.
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arcaneous
Posts: 124
Joined: Sun Nov 08, 2009 4:49 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by arcaneous »

wow, really you made an update too...

okay thankx for keeping things updated abra, sadly i have one last update to the pics


i made the missing tokens, and 3 creatures didn't have P/T on them. i looked at abilities and cost and made judgement calls on them.(wall of light(0/4), Laryn Kre'fey(1/3), and Yaqeel Saav'etu(5/5))

-yaqeel - hey we had the same idea!

okay i have been playing this set in random 2 color mode w/ the AI w/ only this set installed(nice way to test a set) and have found countless bugs and crashes. it is my first time coding a set. i have fixed nearly everything i've run into except shadow droid. i don't know what is up w/ this card but all my attempts to tame it have failed,its played it hits the graveyard..?! i haven't had time to test the new fix, but i may have to ask the wagic team for help for this thing. however other serious bugs like the force disturbances, i've fixed those, they would crash the game the moment they hit the battlefield. and wookie rebellion is now fixed. keep updating abra, i would love to have this as a working set that fits right along with the other star wars sets.

alright i'm sorry abra i just got your latest card.dat so i'm gonna look at it tomorrow, i'm rushing w/ this post as i have commitments in the morning so here's my latest card.dat. when i read your's i'll make changes accordingly.
Last edited by arcaneous on Sat Dec 03, 2011 7:13 am, edited 2 times in total.
arcaneous
Posts: 124
Joined: Sun Nov 08, 2009 4:49 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by arcaneous »

okay updated card.dat and deleted old one.

auto=lord(wookie)foreach(wookie)1/1

won't work but this should

auto=lord(wookie) foreach(wookie) 1/1

yep just a few simple spaces. coat of arms ability works in wagic its just that to incorperate every possible creature type would not only cause a crash but its probably impossible too.

Wookie Warrior - <blank stare> you're right about that. srry i was being overly analytical.

Mindform - i tested this it works like a charm, and the ai is so nasty w/ it too. also something that is not explained w/ copy ability. when it copies it stays after its copied some else at least the abilities so once it copies double strike it keeps it, making the card more powerful.

Paralization Ray - you were right in testing it didn't work w/ it all mushed together.

Imperial Sharpshooter - yes...it is...do you really want me to change the artwork, i kinda missed it and i'd have to post again i mean beta had its mistakes to serenib djinn is still green w/ blue mana symbols ain't it.

Thought bomb - i need to test, looking back at "force disturbance" i think i need to seperate the autolines then it should work.(also what would you alias? nothing really uses sith, jedi, or force in contemporary magic) - oh you meant moveto library and shuffle.

i got the idea from feldon's cane

[card]
name=Feldon's Cane
auto={T}:moveto(myLibrary) all(*|myGraveyard) && shuffle && moveto(exile) all(this)
text={T}, Exile Feldon's Cane: Shuffle your graveyard into your library.
mana={1}
type=Artifact
[/card]

moveto(myLibrary) puts the card on top of the library, && shuffle actually shuffles it. who knew it existed.

also i've been noticing that if you soft turn off the pwr to the psp then turn it back on alias' stop functioning. its happened several times w/ force corruption.
as far as I know legendary type only work for creature, so I removed the legendary from all non-creature type.
[card]
name=Academy Ruins
auto={T}:Add {1}
auto={1}{U}{T}:moveTo(mylibrary) target(artifact|mygraveyard)
text={T}: Add {1} to your mana pool. -- {1}{U}, {T}: Put target artifact card in your graveyard on top of your library.
type=Legendary Land
[/card]

[card]
name=Adamaro, First to Desire
auto=foreach(*|opponenthand) 1/1
text=Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.
mana={1}{R}{R}
type=Legendary Creature
subtype=Spirit
power=*
toughness=*
[/card]

[card]
name=Akroma's Memorial
auto=lord(creature|myBattlefield) flying
auto=lord(creature|myBattlefield) first strike
auto=lord(creature|myBattlefield) vigilance
auto=lord(creature|myBattlefield) trample
auto=lord(creature|myBattlefield) haste
auto=lord(creature|myBattlefield) protection from red
auto=lord(creature|myBattlefield) protection from black
text=Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
mana={7}
type=Legendary Artifact
[/card]

[card]
name=Genju of the Realm
target=land
auto={2}:becomes(Spirit Creature,8/12,trample,legendary) ueot
auto=@movedTo(mytgt|mygraveyard) from(battlefield):moveTo(myhand) all(this)
text=Enchant land -- {2}: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. -- When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
mana={W}{U}{B}{R}{G}
type=Legendary Enchantment
subtype=Aura
[/card]

[card]
name=Honden of Cleansing Fire
auto=@each my upkeep:foreach(shrine|myBattlefield) life:2
text=At the beginning of your upkeep, you gain 2 life for each Shrine you control.
mana={3}{W}
type=Legendary Enchantment
subtype=Shrine
[/card]

legendary as an ability has been removed, all of these are from the newest (r1953) primitives folder. so keep them as a type. also i think they should stay legendary especially the planets, a land that gives any boost would be too powerful if it wasn't limited.
tribal is not a type but a subtype
[card]
name=Bitterblossom
auto=@each my upkeep:life:-1 controller
auto=@each my upkeep:token(Faerie,creature faerie,1/1,flying black)
text=At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying onto the battlefield.
mana={1}{B}
type=Tribal Enchantment
subtype=Faerie
[/card]

yes it is. once again from primitives folder.

-255 cards - <faints>
the other star wars sets should be also taken into consideration
yes most definately.
but no sith/jedi/spy/wookie, etc...
jedi and sith have been seen in Tales of the jedi set.

okay i don't want to make this critique but i'm gonna; for white cards and lands i don't think the planeshifted template should be used, at least anymore. after playing w/ the cards the names are really hard to see. oww my eyes. white text on white background hurts.
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rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by rodrigo.demoura »

Hi.

I now this is a old Post. But I want to if someone still have the images of this sets.

TKS
Daddy32
Posts: 177
Joined: Thu Aug 20, 2009 8:20 am
Location: Slovakia

Re: WIP - Starwars Wagic Special (SWS)

Post by Daddy32 »

I should have them _somewhere_ ... but no luck finding them. :(
KF1
Posts: 1952
Joined: Tue Apr 06, 2010 7:04 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by KF1 »

How did I miss this?

Somebody please post this again!
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by rodrigo.demoura »

I'm playing a lot the wololo mod.

I also searched in http://forums.mtgsalvation.com/showthre ... =star+wars.
but could not find anything
KF1
Posts: 1952
Joined: Tue Apr 06, 2010 7:04 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by KF1 »

Anybody still have this set?

Please, somebody make this available.
KF1
Posts: 1952
Joined: Tue Apr 06, 2010 7:04 pm

Re: WIP - Starwars Wagic Special (SWS)

Post by KF1 »

I found a Tales of the Jedi set here:

viewtopic.php?f=8&t=809

I found the CLASSIC SAGA sets + TOJ here:

http://www.megaupload.com/?d=AYSQCE6W

Abrasax's 2009 set is here:

http://www.megaupload.com/?d=1DQO9L3S

None of these look like the sets shown in the first few posts of this thread.
wololo
Site Admin
Posts: 3728
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: WIP - Starwars Wagic Special (SWS)

Post by wololo »

Reminder, the Star wars Wagic mod is still available here:
http://wololo.net/wagic/2009/11/11/rele ... -wars-mod/

The sets are probably not entirely compatible with Wagic 0.16 anymore, but it's worth a try.
I4ll try to contact abrasax directly to see if he has a copy of this set.
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