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136
For other ways to help improve the OCTGN module, see the following thread:

http://forum.arcanewonders.com/index.php?topic=15274.msg48553#msg48553

Please read the following before posting:

Are you interested in contributing to the Mage Wars OCTGN module, but don't have the time or coding experience? Here is an opportunity for you to get involved.

First, some explanation. The upcoming OCTGN release has many new features, some of which require extensive text (not code, but content). Specifically, one of the new features displays a message whenever a creature dies in combat. This message is tailored to the creature that died and (optionally) the sort of attack that killed it. Our objective is to build up a large database of such messages so that there is a lot of variety in what messages display when a creature dies (the message shown is chosen randomly from a list of appropriate messages).

Here is where your creativity comes it. We need a LOT of messages, and it is difficult to come up with a large enough variety ourselves. So we decided to try an experiment in crowdsourcing. If successful, we may crowdsource other content-related features. What we are looking for, plain and simple, is appropriately formatted death messages.

How this works is simple; you post a message (or list of messages) in the correct format, we read them (to make sure they are appropriate and formatted correctly), and then we add them to the file in the module that stores the list of messages. Given the number of Mage Wars fans, we hope to generate an extensive and varied list of messages so that each creature death in the arena can be given a unique and fitting message.

FORMATTING - Please read this section carefully and completely:
To minimize the formatting work on our end, we ask that you take care to follow these instructions exactly when formatting your death message submissions:

Each message consists of two parts; the message itself, and filters that determine which sorts of creature will trigger the message. The two parts of the message are separated by an '@' character. For example:

<D> falls in combat!@Type=Creature

The message always appears on the left, and the filters always appear on the right. The <D> is a placeholder for the name of the creature that will be replaced by the creature's name (exactly as it appears on the card). You may use as many or as few <D>s as you like.

<A> functions as a placeholder for the attacker's name. Please only include it if you use one of the filters that refers to the attacker.

<AM> and <DM> refer, respectively, to the names of the mages (not the players) that control the attacking creature and the dead creature.

There are currently 13 filter types (though more may be added later). These are:

Name
Type
Subtype
Trait
Mage

DamageType
Range
AttackTrait

AttackerName
AttackerType
AttackerSubtype
AttackerTrait
AttackerMage

Let's go through what each one does:
Name - The most extreme filter - specifies the exact card.
Type - Can be either Creature or Conjuration.
Subtype - One of the subtypes listed on the card underneath the type, for example, Plant or Undead.
Trait - One of the keywords possessed by the card (even if not printed on it), for example Living or Flying
DamageType - The type of damage that killed this object, for example Flame or Acid.
AttackTrait - A trait possessed by the attack that killed this object, for example Ethereal or Critical Damage (Devour is handled separately, so don't bother with that trait)
AttackerName - Name of the attacker
AttackerType - Attacker's type (creature, conjuration, etc.)
AttackerSubtype - A subtype of the attacker
AttackerTrait - A trait possessed by the attacker
Range - The range of the attack that killed the creature. "Melee","Ranged","Counterstrike","Damage Barrier", or "Passage Attack" are all valid options at the moment.
Mage - The name of the mage that controls the creature (e.g. Wizard, Forcemaster, Beastmaster, etc.)
AttackerMage - The name of the mage that controls the attacker (see above).
Each filter can be either positive (only cards that match the filter are eligible for the message) or negative (only cards that do not match are eligible). Positive filters are denoted with =, and negative with !=

For example, a message with the filter

@DamageType=Flame

would only be displayed for objects destroyed by flame attacks, whereas

@Trait!=Flying

would only be displayed for objects that do not have the flying trait.

A single message can have multiple filters, both positive and negative. For instance, a message with the filters

@Type=Creature,DamageType=Flame,Subtype=Canine,Subtype!=Skeleton

would only be displayed for creatures with the Canine subtype (but not the Skeleton subtype) that were killed by a flame-type attack.

Each filter should be separated from the next by a comma, as seen above. Do NOT put a comma and a space (a, b, c) as the function will not read this properly.

The message will be displayed to both players, so it should make sense when read by both (For instance, "The <D> gazes at you, feeling betrayed in its last moments" would not make sense when read by your opponent.)

For genders, there are three types of pronouns currently available:

Personal Subject (He, Her, It)
Personal Object (Him, Her, It)
Personal Possessive Determiner (His, Her, Its)

For defender, the placeholders are
<ds> (subject)
<do> (object)
<dp> (possessive determiner)

For the attacker, similarly, they are
<as>
<ao>
<ap>

Please make sure your submissions are formatted correctly, or they might not be read properly (in which case they will never be displayed). Also be sure to spell things properly and use proper grammar/punctuation so that the OCTGN module looks as polished as possible!

Let's see what the community can come up with! We look forward to your submissions. Feel free to ask if you have any questions about the formatting. To give you some more examples, here are the creature death messages that are currently included in the list (I'll try to keep this list up to date with new submissions; note that your submissions may be edited slightly):


---------------

<D> seems almost relieved as the peace of death greets <do> once more.@Type=Creature,Subtype=Undead,Trait=Nonliving
The unholy magic binding <D> together unravels, and <ds> collapses to the floor!@Type=Creature,Subtype=Undead
The room dims briefly as dark powers flee from <D>'s remains!@Type=Creature,Subtype=Undead
<D> wilts and shrivels away!@Type=Creature,Subtype=Plant
<D> collapses, <dp> damage too extensive to regrow!@Type=Creature,Subtype=Plant,Trait=Living
<D> exhales a cloud of sulfur and brimstone as <ds> collapses!@Type=Creature,Subtype=Demon
<D> sneers mockingly as the life leaves <dp> body!@Type=Creature,Subtype=Demon,Trait=Living
<D> screams in exhilaration, <dp> soul joyfully returning to the infernian depths whence it came!@Type=Creature,Subtype=Demon
<D> salutes <dp> commander with <dp> dying breath!@Type=Creature,Subtype=Soldier,Trait=Living,Subtype!=Goblin
<D> dies as <dp> lived - with honor!@Type=Creature,Subtype=Knight,Trait=Living
<D> screams a fearsome battle cry before succumbing to <dp> injuries!@Type=Creature,Subtype=Soldier,Trait=Living
<D> whimpers and collapses!@Type=Creature,Subtype=Canine,Trait=Living
<D> seems to have finally mastered 'Play Dead'...@Type=Creature,Subtype=Canine,Trait=Living
<D> dies with a snarl upon <dp> lips!@Type=Creature,Subtype=Canine,Trait=Living
<D> floats gently to the ground, a beatific smile upon <dp> lips.@Type=Creature,Subtype=Angel,Trait=Flying,Trait=Living
The radiant glow fades from <D> as <dp> eyes close forever.@Type=Creature,Subtype=Angel,Trait=Living
You hear the faint sound of a heavenly choir as <D> passes from this world.@Type=Creature,Subtype=Angel,Trait=Living
<D> dissipates into nothingness!@Trait=Incorporeal
<D> fades away like mist!@Trait=Incorporeal
<D> has perished in battle!@Type=Creature
<D> dies with a snarl, as wretched in death as <ds> was in life.@Type=Creature,Subtype=Lycanthrope
<D> contorts horribly, <dp> foul curse partially lifted in death.@Type=Creature,Subtype=Lycanthrope
<D> twitches <dp> legs grotesquely for a few seconds, then is still.@Type=Creature,Subtype=Insect
<D> has gone to the halls of <dp> forefathers.@Type=Creature,Subtype=Dwarf
<D>'s scaly eyes close forevermore.@Type=Creature,Subtype=Reptile
<D> crumbles to the ground!@Type=Conjuration,Trait=Nonliving,Trait=Corporeal
<D> is demolished!@Type=Conjuration,Trait=Corporeal
<D> is felled!@Type=Conjuration,Subtype=Tree
Sticky sap flies everywhere as <D> bursts apart!@Type=Creature,Trait=Living,Subtype=Plant
<D>'s bones crumble, eaten away to nothing by the acid!@Type=Creature,Subtype=Skeleton,DamageType=Acid
The ethereal force of the attack rips <D>'s essence apart!@Type=Creature,AttackTrait=Ethereal,Trait=Incorporeal
<D> gurgles as <dp> life-blood spills upon the arena floor!@Type=Creature,Trait=Living,Subtype!=Plant
It's super effective!@Type=Creature,DamageType=Flame,Subtype=Plant
<D> does not go gentle into that good night.@Type=Creature,Trait=Living
<D> should never have returned from the dead to begin with.@Subtype=Undead
<D> served <dp> purpose.@Type=Creature
Did somebody forget to water <D>?@Subtype=Plant,Subtype=Vine
<D> dissolves into a puddle!@Type=Creature,Subtype=Ooze
A sweet odor emanates from the charred,slimy remains of <D>. Is that...flan?@Type=Creature,Subtype=Ooze,DamageType=Flame
<D> melts into a pool of slime!@Type=Creature,Subtype=Ooze
You hear a sickening crunch as <D>'s exoskeleton implodes!@Type=Creature,Subtype=Insect,DamageType!=Poison,DamageType!=Psychic
<D> screams as <dp> mind is destroyed!@Type=Creature,Trait=Living,DamageType=Psychic
<D> explodes into fragments! The gods will not be pleased...@Type=Conjuration,Subtype=Altar
The <D> clears.@Type=Conjuration,Subtype=Cloud,Trait!=Epic,Trait!=Legendary
<D> is destroyed by...electicity? That isn't how physics works.@Type=Conjuration,Subtype=Metal,AttackType=Lightning
<D> is desecrated!@Type=Conjuration,Subtype=Temple
The animal spirits cry out as <D> is annihilated!@Type=Conjuration,Subtype=Totem
The gods are furious at the destruction of <D>!@Type=Conjuration,Subtype=Temple
Reality breathes a sigh of relief as a rip in its fabric is forever closed!@Type=Conjuration,Subtype=Portal
You smell something very much like roast chicken.@Type=Creature,Subtype=Bird,DamageType=Flame
<D> goes down hissing!@Type=Creature,Subtype=Serpent,Trait=Living
A wave of psychic energy washes over you as <D> dies!@Type=Creature,Subtype=Psyoculus
<D> falls to the ground with a tremendous crash!@Type=Creature,Subtype=Golem
Looks like somebody doesn't believe in faeries...@Type=Creature,Subtype=Faerie
<D> gives a piteous yowl before collapsing!@Type=Creature,Trait=Living,Subtype=Cat
<D> did not land on <dp> feet.@Type=Creature,Trait=Living,Subtype=Cat
<D> just couldn't regenerate fast enough.@Type=Creature,Trait=Regenerate,Trait!=Finite Life,Subtype=Troll
<D> crumbles, releasing a small flood of mana into the ground!@Type=Conjuration,Subtype=Mana
<D> meets <dp> death with stoic resolve.@Type=Creature,Trait=Living,Subtype=Dwarf
<D> dies with a snarl, a proud orcish warrior to the end!@Type=Creature,Subtype=Orc,Subtype=Soldier,Subtype=Living
"Rosebud!" gasps <D> with <dp> dying breath.@Type=Creature,Trait=Living,Subtype=Dwarf
Headshot!@Type=Creature,Subtype=Zombie
<D>'s bones clatter to the floor, the magic that bound them destroyed.@Type=Creature,Subtype=Skeleton
Fragments of <D> scatter everywhere!@Type=Creature,Subtype=Skeleton
<D> has gone home.@Type=Creature,Subtype=Angel,Trait=Living
"I! WILL! BE! AVENGED!" roars <D> in deathly fury.@Type=Creature,Trait=Living,Subtype=Orc
<D> is graceful, even in death.@Type=Creature,Trait=Living,Subtype=Angel
<D> enters the hibernation of eternity.@Type=Creature,Subtype=Bear,Trait=Living
<D> squawks weakly, then collapses.@Type=Creature,Subtype=Bird,Trait=Living
<D> is slain. Will anybody even remember <dp> name?@Type=Creature,Subtype=Goblin,Trait!=Legendary,Trait=Living
<A> grunts, "I pick my teeth with your bones".@Type=Creature,AttackerType=Creature,AttackerTrait=Living,AttackerSubtype=Troll,Subtype=Skeleton
<A> found <D>'s lack of faith disturbing.@AttackerName=Forcemaster,Type=Creature
Shun the nonbelievers! Shun! SHUN!@AttackerName=Highland Unicorn,Type=Creature
They stole my frickin' kidney!@Name=Highland Unicorn,AttackerType=Creature
What does the fox say?@Name=Bitterwood Fox
Good Gods! Is that <D>'s head floating inside there?@Type=Creature,Trait=Corporeal,AttackerName=Devouring Jelly
"I welcome death's cold embrace."@Name=Necromancer
As the old Sortilege proverb goes, "Five heads are better than one."@AttackerName=Darkfenne Hydra,AttackTrait=Triplestrike,Name!=Darkfenne Hydra,Name!=Cerberus,AttackerMage=Wizard
The silence is shattered by the shrill scream of <D> as <ds> plummets towards the arena floor.@Type=Creature,Trait=Flying
Life has become intolerable for <D> due to the incessant pummeling from <A>.@Type=Creature,AttackerName=Darkfenne Hydra,Trait=Living,AttackTrait=Triplestrike
<AM> applauds <A> on a swift, merciless kill.@AttackerType=Creature,AttackerMage=Wizard,Type=Creature
<D> is messily devoured by <A>!@Type!=Conjuration,Trait=Corporeal,AttackTrait=Devour,AttackerType=Creature
<D> is now one with Asyra's Light!@Type=Creature,Subtype=Cleric,Mage=Priestess
Yes pumpkin, All dogs go to heaven.@Subtype=Canine,Subtype!=Demon,Trait=Living
Straight to Hell with you, unholy beast!@SubType=Demon,AttackerMage=Priest
Toasty!@DamageType=Flame
Frosty!@DamageType=Frost

137
Rules Discussion / Re: Armor
« on: February 23, 2015, 07:49:11 PM »
I kinda wish that "not being able to be destroyed" and "not being able to take damage" were two separate traits. Why aren't they anyway? Is there some sort of balance issue that prevents that? Or will there later be a trait like resilient but for life instead of armor?

I have often complained about this very issue. If it can't be destroyed by damage, then preventing it from taking damage isn't really necessary, and makes it more difficult to have cool effects like making a creature invulnerable for X turns ("Unstoppable Fury?"), after which it would succumb to any damage it has taken, or like a phylactery spell, or any number of other cool ideas. Not impossible, just awkward.

Oh wait I see now indestructible creatures without dissipate could give an endless source of mana for altar of carnage if they could take damage.

Probably not an issue, if you are wasting actions to attack your own creatures. Altar of Carnage is good because it rewards you for doing something that you want to do anyway (hit enemy stuff).

138
Rules Discussion / Re: Armor
« on: February 23, 2015, 03:53:19 AM »
There is no such creature.

Some conjurations have the indestructible trait and do not have an armor symbol; Objects with the indestructible trait cannot receive damage, and as a consequence do not have an armor symbol at all. If a creature existed that had the indestructible trait, it would likewise require no armor symbol, as it would not be eligible for damage.

Creatures and conjurations are the only objects that can receive damage, so no other type of card has need for an armor symbol.

139
Rules Discussion / Re: Walls
« on: February 22, 2015, 09:53:02 AM »
No. All creatures are affected the same way by the wall, regardless of whether they are friendly or not.

140
Spells / Re: Using Adramelech, Lord of Fire
« on: February 20, 2015, 04:15:01 PM »
The value of flying depends on the creature that has it. Eagle Wings overestimates the value of the flying trait in order to avoid creating broken combos (as does every other card that grants a trait to a creature); assuming Eagle Wings is balanced correctly, the value of flying on a non-mage creature is between 1 and 6 mana, depending on the creature.

Best example:
The value of flying on a level 1 animal with 5HP, 0 armor, and fast is about 1 mana ([mwcard=MW1C37]Thunderift Falcon[/mwcard] vs. [mwcard=MW1C04]Bitterwood Fox[/mwcard])

Unfortunately, most other flying creatures have unique abilities that make it difficult to compare them to similar non-flying creatures. Looking at another rough comparison:

[mwcard=MW1C38]Timber Wolf[/mwcard] (9 mana) vs. [mwcard=MW1C19]Gray Angel[/mwcard] (12 mana):
Both have the same attack, life, and armor, making them roughly comparable. Redeeming Sacrifice does complicate things a bit, but if we assume that it is roughly equal to the value of the animal subtype on the wolf, flying here is worth 2-3 mana.

If I had to make give a rough estimate of the value of the flying trait, based on the woefully inadequate sample above I would say that it is about equal to the level of the creature that has it (in Adramelech's case, 6). Obviously not an exact science, but a decent ballpark estimate; game conditions will affect this as well (in particular, whether the other mage came prepared to face flyers).

141
Wouldn't it be Force Pull does work against an uncontainable creature?

I see what you did there...:)

142
Well, don't forget that incorporeal creatures (which comprise most of the uncontainable creatures) are unaffected by D12 effects from non-ethereal attacks. So [mwcard=MW1A09]Jet Stream[/mwcard] will push them, but not [mwcard=MWSTX1CKA01]Surging Wave[/mwcard].

It makes sense that you can push but not snatch them, though; snatching requires you to get a grip on the object AND exert a force, whereas pushing just requires exerting a force.

143
Spellbook Design and Construction / Re: How to Druid?
« on: February 13, 2015, 06:07:40 AM »
You are playing with a more polite crowd than I am if you are able to keep your tree alive longer than the third turn.  Our group tends to turn the spawnpoints into rubble by the third turn, so I have learned to avoid depending on it early game.  Since Druids do not have an easy interceptor (Gargoyles or Guardian Angels are six spell points each), I just wait to cast my tree until I need to additional life recovery.  Otherwise, it will just be turned into kindling before I get my mana out of it.

Isn't your opponent spending more than 9 mana to destroy your tree? If so, doesn't this put you ahead of the game. You can be attacking his mage while he is attacking your tree. Seems like you come out ahead in the race.

Not at all. If the vine tree is central to your strategy (which it often is), then your opponent comes out ahead if he destroys it, even if he is behind on mana, because he has disrupted your strategy and has possibly made your spellbook significantly less effective. Best example is focusing down a super-aggressive mage's battle forge. For similar reasons, you can often come out ahead when dissolving/dispelling if your target was critical to your opponent's strategy.

144
Spellbook Design and Construction / Re: Vamplock
« on: February 11, 2015, 10:34:15 AM »
Malacoda Nooooooo! Well scrap that idea. Any suggestions for an alt?

An alt for the plagued target? Plagued is still effective if you cast it on the enemy mage, but of course that will be more expensive due to magebind. You might consider casting it on the Blood Demon, since it can heal itself with vampirism, is quite mobile (so it can stay in the appropriate zone), and is difficult for your enemy to attack. Your Vampiress would also be a good target, for similar reasons (though she is easier to attack due to lack of flying).

If you are asking about an alt for a source of damage over time on multiple targets, [mwcard=MW1J11]Idol of Pestilence[/mwcard] is an effective and far-reaching option.

145
Spellbook Design and Construction / Re: Vamplock
« on: February 11, 2015, 09:17:23 AM »
Once Plagued comes out for legal play, it will be an enchant for malacoda giving it 3 direct damage every round!

Unfortunately, Malacoda is an illegal target for Plagued, since it is a poison enchantment and Malacoda is immune to poison.

7) I've found I don't need anymore than 2 armor.  2 armor and -3 dice from attacks is a wonderful thing.  But just in case, there is a brace yourself for some added security.

How are you getting -3 dice from attacks? I see divine protection, but nothing else that would reduce all incoming attacks. You might also consider investing in a [mwcard=MW1Q12]Helm of Fear[/mwcard]. Expensive, but effective at reducing attack damage on your mage.

The more I play with Brace Yourself, the more I am impressed by its potential. Perhaps consider investing in a few more copies; it is an absolutely fantastic defensive spell, the only downside of which is the requirement that you invest a quickcast for each round that you want to use it, though this is mitigated by the fact that you can choose when to reveal it (so that you can store one when you have a free action and release it when you are pressed).

146
Alternative Play / Re: Mage Wars Portability Project
« on: February 05, 2015, 08:14:46 AM »
Well, I do. Actually, I don't even bother printing out things like the zone intersection cards, but just use random unused mage wars tokens like the vet markers; I put those cards up so that people who like dedicated components can have them. I hardly ever use an actual board anymore, and I never use action markers.

147
Creative / Re: Custom art for an arena Playmat
« on: February 05, 2015, 03:56:22 AM »
You speak of art, portability, and cost as concerns. Now, I realize that this will not help with your desire for alternative art, but if cost and portability are major concerns for you, there is an option that cannot be beat. Choose anything of a reasonable size (I have used all sorts of objects; it really doesn't matter. You could even use unused mage wars markers) and place one small object at each intersection of the board, like so:

+    +    +    +

+    +    +    +

+    +    +    +

(The objects are placed on the + signs) Then, it is easy to picture the zone border lines between the intersections you have marked. As a huge added bonus, you can easily increase the size of the zones by simply moving the intersection markers. You can also easily make different board configurations.

Again, I realize I am not directly answering your stated question, but I think you should consider options aside from board art. Players really don't spend that much time looking at the board (at the board itself, I mean; they care more about the cards on the board), and you will find that you do not miss it at all when it is gone.

148
General Discussion / Re: Is mage wars losing popularity?
« on: January 25, 2015, 12:59:10 PM »
Yeah, random card draw is a LOT more luck-based than die rolls. Also more prone to confirmation bias; if you make a spectacularly bad roll, it will likely stick in your memory, whereas you might not see your failure to draw the card you need as similarly bad luck (since it is just the absence of a good event, rather than a failure to succeed). Since dice have numerical values, they do average out, whereas cards (with all sorts of non-numerical values) do not.

149
Rules Discussion / Re: Does Weak affect conjurations?
« on: January 23, 2015, 04:38:06 PM »
I'm not proposing any major clarification - I just think a line should be added in future rulebooks in order to standardize the codex. For every other trait that does not affect conjurations, there is a line at the end of the codex entry that explicitly says "does not affect conjurations" (except slam, but that one is pretty obvious). If it were not for this trend, the fact that it refers to Creatures would make the rule obvious; since there is, and it goes against the trend, there may be some doubt for new players. There is no reason not to add such a line to weak, so that there is no question in future.

150
Rules Discussion / Re: Does Weak affect conjurations?
« on: January 23, 2015, 08:51:50 AM »
I think as it is worded, it is ambiguous, if only because other such conditions explicitly state that they may not affect conjurations. But it is good to get a ruling. Perhaps something to amend in the next rulebook?

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