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UST - Unstable card implementation tracking #4233
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!!!WARNING!!! I recommend to create check list "possible/unpossible to implement" in xmage. |
These are the ones that are slightly implementable (aka I've taken out ones that have keywords such as watermark, reminder text, 'copy text box' etc. For the 'Host' creature ones I was thinking we could either implement it without the 'Host' part (as I also didn't list the 'Augment' type cards) or just not at all (unless someone wants to implement it). But Crow Storm is eminently implementable/playable and way cooler than Empty the Warrens. We also have the Star Wars Set as an example of an existing set which is non-standard. |
I think Crow Storm is the only one we really need to be honest. |
If we want to do die rolls we'll want to add an infrastructure for it to allow for cards that modify them or trigger off of them. I can't say I really want to though, I'd rather start with the voting matters cards from Conspiracy first. Also counting words in names shouldn't be hard to do. |
Die rolls already used before game start. Why you can't use it? Random safe the world. |
Well I just mean so that we can have things which trigger off of and modify the results of die rolls. Just rolling a die is whatever, but making them interact with each other is another matter. |
Can you show card's example with modified roll's result? Found only that (one or two rolls):
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Can't find Dr. Julius Jumblemorph card in todo list. It's already implemented by xmage in Mistform Ultimus card. People want it (by CCG forums).
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^^ Noone's implemented Host/Augment yet so I didn't bother adding it to the list. |
Its not all about the Host/Augment abillity. What are the chances to see the other Legendary creatures too? The big idea appears doable to me... |
Yes, the big idea is doable. It's not really a good thing to add a semi-implemented card. |
I dont see an issue with implementing him this way. (and I will be happy) |
I've made Infinity Elemental, or at least the closest approximation possible within the current engine to my knowledge - its power constantly hovers at Integer.MAX_VALUE and is unchangeable by boost effects unless a "set power" effect (such as Sorceress Queen) overwrites it - this is predominantly intended to prevent integer overflows. I've tested it with boost effects and set P/T effects, please have a look whether I missed anything important: 8bc9ae1 |
@Zzooouhh If xmage got overflow "error" then you can't find it and app/server will work at normal but with wrong values. It's a bad thing. Search xmage code and found |
@JayDi85 Damage prevention correctly negates all the damage Infinity Elemental would deal. What however makes it behave badly is damage value modifying effects (Dictate of the Twin Gods, etc.), double strike damage if the first hit isn't lethal, "gain life equal to this creature's power" type effects, and . All of these are probably solvable by just including an integer overflow check on PlayerImpl.gainLife and PlayerImpl.loseLife (maybe also PlayerImpl.doDamage, which would probably be redundant), I'll try to drum up something similar in the next few commits. |
All Sets
https://magic.wizards.com/en/products/unstable
Requires Augment / Host
Not Done Yet:
In Progress :
Done :
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