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Topics - cg

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16
Decks / Geodrill duo
« on: July 17, 2019, 05:48:15 pm »
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geores' current drawback is giving you a pillar of opponent's mark

also don't forget that precog lets you see their hand and drill can target opponent's non-creature cards (including in their hand)

17
Game Suggestions / New demigod decks
« on: July 10, 2019, 08:58:14 pm »
Current dgs

Just getting a thread going for anyone who has ideas for new DGs. If we find having this all in one thread is problematic, I'll make a sub-board. Don't really want to clog up the decks board though so I like it over here more than over there.


I'll start:

Odious
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I figure if serp isn't going to be actively hostile to users anymore, someone has to take up that banner.

Notuk
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edit- apparently the AI doesn't understand hand drill right now so will revise this before adding.

Millstone
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Note that not every deck in this thread (including ones I post) is actually going to be added.

18
Decks / Impatient Blobs
« on: July 09, 2019, 05:09:13 pm »
this is the sop/deployer rush from a little while ago that serp mentioned

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four attack phases in one turn is fun

19
Fixed Bugs / innorico win bug
« on: September 17, 2018, 02:44:26 am »
RangeError: invalid array length, https://etg.dek.im/bundle.main.js, 3591, 7, RangeError: invalid array length

20
Completed Game Suggestions / export collection button
« on: June 15, 2018, 07:47:59 pm »
opens a new tab displaying raw text of rows of
(cardname),(quantity owned unupped),(quantity owned upped),(shiny unupped),(shiny upped),(card's element),(card's rarity),(card's type)

edit: includes rows for unowned cards

21
champ ai cast pande3, sometime after, got a single instance of:
ReferenceError: c is not defined, https://etg.dek.im/bundle.main.js, 1, 140898, ReferenceError: c is not defined

then got ai-eval-speed repeating of:
TypeError: n is undefined, https://etg.dek.im/bundle.main.js, 1, 94617, TypeError: n is undefined

22
Game Suggestions / deckimport chat command (batch import/clear)
« on: June 03, 2018, 03:40:33 pm »
/deckimport name/code//name/code//name/code//...

Accepts a single string which is a set of deck name/deck code pairs of arbitrary length, adds decks matching those pairs to your saved decks. Also, batch clears by just using name///name///..., which I think happens without any extra coding. Basically it’s just spamming create deck/paste for you.

Can offer autoimport sets for dg predictions, popular farming decks, whatever.

Low priority but probably super fast to code.

23
Fixed Bugs / Clockwork golem attack decay isn’t happening
« on: June 03, 2018, 02:25:19 am »
.

24
Fixed Bugs / AI boomstick targeting throwing control to player
« on: June 01, 2018, 12:53:15 am »
Also apparently boomstick can target cards in hand now. Maybe that’s what’s making it throw?

Edit-yup, after if stopped having golems in hand, it stopped throwing. Once it drew one again it started back up

25
TypeError: e.dmg is not a function, https://etg.dek.im/bundle.main.js, 1, 74493, TypeError: e.dmg is not a function

~1/sec repeating on opponent's turn, so assuming it's ai eval again. occurred during kenosis prediction (using ent/light from thread), don't see anything in particular that caused it

bas mentioned in discord that random hanging was happening on opponent's turn, couldn't get any real details so i don't know if it's related but quite possible


edit- happened again with kenosis vs prediction. hasn't happened in any of the other colo matches i've done today



edit2- got same bug:
TypeError: e.dmg is not a function, https://etg.dek.im/bundle.main.js, 1, 74493, TypeError: e.dmg is not a function
...upon me killing champ opponent's byakko with a firebolt. targeting did not conclude (and remained with me), allowing me to target something else with the same bolt. second use of the bolt did not kill a thing and completed normally.

26
it's non-functional so pretty low priority, but would be best to just hide it

27
Completed Game Suggestions / runcount chat command
« on: May 25, 2018, 08:51:16 pm »
/runcount #

After # runs have elapsed (can be counted by number of times it's pushed lines to stats tab), spits out something like three lines of "**** # RUNS COMPLETED ****" to the active chat tab

edit- not worth doing if it takes more than a couple minutes

28
Quests / How to suggest a quest/questline
« on: May 25, 2018, 02:44:41 am »
We want to have as many quality quests as we can get! Really, I'd be happy if we were in the thousands.

Quests can be anything you can think of to do with the medium. They can be stories, as in-depth as you'd like. They can be puzzles. They can be teaching methods. They can be whatever you can come up with.

I'm generally more interested in quest lines than individual quests, but if what you want to do only takes a single battle, that's still just fine and we'd love to have it.

We would like to expand this to accommodate whatever creative ideas you can come up with. If you think of something you'd like to do that isn't currently possible with the tools available, let us know and we can tell you if it's feasible.


To suggest a questline (including one that is only one quest long), we need:
1. Name for questline.
2. Requirements for people to enter it. Currently, only thing available is "have completed a different quest." Generally speaking, if you're going to link to someone else's questline, try to obtain their permission and/or have a good reason. In the future we will likely have other requirements available such as "have X wins" or "have X wealth". If your quest should have a requirement like that, feel free to say so even though it isn't available.
3. Whether quests must be defeated all at once. Most questlines are paced such that the player plays a single battle and it unlocks the next one. If you'd prefer, you can take your player straight into the next one so they are required to beat all the battles in a row and if they fail any of them they start over at the beginning. Please specify if you want quests to happen all at once. If you don't mention anything, we'll assume it's one-at-a-time. Note that if you are designing a longer questline, you can combine both methods, e.g. quests 1-3 happen all in a row, and upon completing those you unlock quest 4.

To suggest an individual quest, here's what we need:
1. Name for quest.
2. Pre-game text. This is what displays when someone selects a quest before they hit fight. This is the beginning of the story, or where you explain the puzzle, or whatever you'd like. We should be able to accommodate pretty much whatever in terms of size of text, though it'd generally be a good idea to limit it to a few paragraphs to avoid too much tldr.
3. Victory text. What they see when they finish. More story, or even just "Good job". Can be up to about a page or so, but also will have tldr problems if too verbose. If you're looking at telling a story, try to split it up along a succession of battles to keep the individual text screens relatively short and to keep people playing the game.
4. Your opponent's deck. This does not have to conform to any normal deckbuilding rules. It might need to be <= 60 cards, but I'm honestly not entirely certain. We do not currently have support for quest-only cards.
5. Stats for both player and opponent. HP, mark power, draw power. Also does not have to conform to any normal rules.
6. Reward. Can be specific cards, can be a choice of specific cards (as in cards you specify, or from a category like "choose a rare"), can be gold. In the future, can be cosmetics such as portraits or playfields. Try to think about what AI is like your battle and how much you'd get from them (and remember that people will be able to actively counter your quest deck because it's fixed) and try to keep it around there. I'll tweak rewards if necessary, so don't worry too much about getting it perfect.
7. Special Rules, if any.

Currently available special rules:
1. Player must use specified deck. Does not require player to own cards in specified deck.
2. Player's deck is replaced with random cards from (element).

Likely soon available special rules:
1. Player must build a deck according to specified rules.
2. Whatever you can think up. Feel free to ask first before doing the rest of the design if you want to use something new. We can give an idea of how difficult it will be to code. Things that require less coding effort may happen faster.

29
Completed Game Suggestions / hide menu chat setting
« on: May 24, 2018, 03:26:07 pm »
(a) it's ugly af and utterly redundant for anyone who uses rightpane
(b) there's currently no way to actually fully hide chat anymore, which is a pretty important feature

low priority but also probably about 2.5 lines of code

30
Quests / Tutorial - Basic
« on: May 22, 2018, 03:49:44 am »
Things that need implemented to implement this:
-Force player to use specific deck
-Pre-battle text screen (should be optional for quests generally) that works exactly like post-battle text screen.

Things that would be really nice to implement along with this:
-Check box (default checked) saying "Play tutorial" upon account creation. If it remains checked, when they're done creating account, it takes them immediately to the start of the first quest.

Where this should be placed on potatotal:
-Ideally in the short term (until we makeover quests), make the "water" a region (in the sense of "if player clicks on map not on an otherwise-defined region), with the question mark button above potatotal. If not this, icy caves seems to have the fewest quests, so move them to a different region and make that the tutorial region.
-I don't even care about trying to place it on the island at this point, so I'm totally cool with them just being in order down a column on the left side of the screen. There will be several different advanced tutorials when I finish writing them, so doing each column as one tutorial "category" works for now and will make it easier to separate out the various additional tutorials when I build them.
-I don't remotely care about how ugly this is. We'll be killing potatotal anyways.


The bolded title should be the mouseover description. Player stats should be normal (100 hp, 1 markpower, 1 drawpower). Opponent hp varies, but drawpower/markpower are always 1.

There should be no shinies. If any accidentally slipped through, please let me know. Also adding cards past 6 doesn't respect "toggle shiny".

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