Mod Pokewon [Alpha VER]

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Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Mod Pokewon

Post by Zethfox »

:) dynamicability is a very complex ability using upto 5 variables...and as little as 2...i dont want to go into massive details about it right now as i plan explining it in full detail once our code miki is up again....


dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional
ability targetting the original target.

variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe

variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch

variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone

variable list 4:
who it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent

optional extra ability
wololo
Site Admin
Posts: 3728
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: Mod Pokewon

Post by wololo »

The miki is up now, at least I hope
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Mod Pokewon

Post by Zethfox »

already started updating it...it will be a slow process since theres ALOT i have to add to it...
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura »

I'm having the following problem:
There can only be an active creature to attack and defend. For this the player must identify the creature.
I tried to create the following rule:

Code: Select all

auto=@each my combatbegins:aslongas(creature|myinplay)aslongas(creature[-counter{0/0.1.Active}]|myinplay) counter(0/0.1.Active) target(creature[-counter{0/0.1.Active}]|myinplay)
But the game is not asking to choose a creature.
What am I doing wrong?

It is only possible to know if there is a counter in the game?
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura »

I saw in another post that the problem of deploying the ability to flip coin is why it is necessary that the player can choose which side he wants
The ability to flip coin, can not be used as the method choice?
Ex:
auto=choice name(head) && coin(head,ability win, ability lose)
auto=choice name(tail) && coin(tail,ability win, ability lose)

Of course this would apply only to cards.
But it would not be possible?
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Mod Pokewon

Post by Zethfox »

that would also be a workaround...im looking at cointoss being coded as follows...
auto={cost}:Coinability(win effect ^ loseeffect)

not a bunch of different code to simulate choices being made...it should bring up a menu as soon as i activate this ability asking me to choose heads or tails...

sure what you listed above does seem possible, but its using 3 different codes to produce a single lines effects...you're using "choice" .."&&" ..coin...it means we are going to increase our chances greatly of running into bugs....
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura »

In this case it is better to allow the encoding of the card to choose whether or not the item is displayed.
Player need to choice
auto={cost}:Coinability(win effect ^ loseeffect)

Player not choice
auto={cost}:Coinability(win effect ^ loseeffect ^ Side win)

Some cards do not have the option to choose the player's side of the coin
such as the Mana Clash
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Mod Pokewon

Post by Zethfox »

thats besides the point i can just add a parser to bypass the choice making...there is 90% of the coin cards let player choose...and 10% have set result no choice...
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon

Post by rodrigo.demoura »

Guys, I have a doubt.

I am using the ability "wilting, " and it creates -1/-1 counters, but I need to be created only for toughness.
How can I do this?
rodrigo.demoura
Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon [Alpha VER]

Post by rodrigo.demoura »

I am making some modifications to adapt the source code for Wagic to play pokemon tcg.

Have already created three abilities:

Pokeharm: (source takes damage in the form of counters 0/-10) ability equal to wither

Weakness (subtype, value): (source takes double damage or a damage value)
Resist (subtype, value): (source prevents a damage value)



But I have some doubts:
How do I implement the ability Must Block? In this game only one creature can attack and defend each turn
How do I implement a rule to check for an active creature in the game? I would like to create the rules for the game checks each turn
and it was stored in a variable. With this I create an activation cost that depends on what the creature is active.

Something like {A} {U}: 10 / 0
or
target (creature [-Active] | opponentBattlefield):


I create a dirty way to do this, but I want to improve it and code on source to create a hability
Rules.txt

Code: Select all

[INIT]
mode=mtg
[PLAYERS]
life:6
auto=shuffle
auto=draw:7
auto=@each my draw:draw:1
auto=lord(creature) pokeharm
auto=lord(creature) vigilance

#Can be just one active pokemon on Battlefield
auto=@each my combatbegins:aslongas(creature|myBattlefield) token(-1r)

auto=lord(creature[-counter{0/0.1.Active}]) cantattack
auto=lord(creature[-counter{0/0.1.Active}]) cantblock

#Only 6 creatures in play
auto=aslongas(creature|myBattlefield)) >5 maxCast(creature)0

#Attach only one energy card per turn
auto=maxCast(Energy)1
The Rule card

Code: Select all

[card]
name=Active Pokewon
auto=aslongas(creature[counter{0/0.1.Active}]|myBattlefield):moveto(stack)
auto=@movedto(this|exile):counter(0/0,1,Active) target(creature|myBattlefield)  
auto=moveto(exile)
type=Nothing
id=-1r
[/card]

I know you guys are extremely busy finalizing the version 15.
But give me a direction on how to accomplish these changes. :mrgreen:

Thanks
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