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Scaredgirl

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg419551#msg419551
« Reply #96 on: November 02, 2011, 08:44:28 pm »
If it's not too much work, I would recommend you add all the questions and replies in the first post. This way it will become a useful FAQ index.

Offline XenocidiusTopic starter

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg419745#msg419745
« Reply #97 on: November 03, 2011, 06:22:10 am »
http://elementscommunity.org/forum/index.php/topic,33084.0.html
Thats a new link. Perhaps the link will make it easier to understand.
I ... have no idea. Maybe some sort of desync.

I am not sure if this was asked already but my question is, How are cards picked for the bonus spin? Is it just like regular spins where it picks X amount of cards or is it from all the rares in-game except of cource nymphs/marks. Also from which pool are the cards picked  for the slot change (Where you can change a slot up to 3 times).
Exact same as the regular spins; 4 random rare cards (note that some may be the same). When you respin it picks from those same cards.

If it's not too much work, I would recommend you add all the questions and replies in the first post. This way it will become a useful FAQ index.
I was going to do that. Then I got lazy. I guess I should do it.

EDIT: Added index.
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bulgurc

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg419888#msg419888
« Reply #98 on: November 03, 2011, 04:58:57 pm »
This should be made sticky. Very useful.

Offline XenocidiusTopic starter

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg420696#msg420696
« Reply #99 on: November 05, 2011, 02:01:16 am »
Now that I've written my Sandbox (http://elementscommunity.org/wiki/articles/coding-of-the-game-ai/), please direct all your AI questions here (http://elementscommunity.org/forum/index.php/topic,33350).

In particular, there are some things I learned that may render some of my AI information given here false. If you go to the Function Autotarget part and down to "Now make some final adjustments", it explains why, for example, Electrum Hourglass and Eternity have such high targeting priorities, among other things.
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Offline Planplan

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg421946#msg421946
« Reply #100 on: November 07, 2011, 02:44:55 pm »
How does it send information when you play PvP?
Without going in full details, the game call PHP pages with some parameters reflecting what is played and read the parameters in the answer from the PHP page to interpret it in the game.

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg422167#msg422167
« Reply #101 on: November 07, 2011, 11:24:19 pm »
What is requiring Zanz to keep all monsters mono (aka not allowing 2 :fire and 1 :aether) to play a monster? Last Zanz spoke about it, he said it was a technical limitation. It would be interesting to know what that limitation is.
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Offline XenocidiusTopic starter

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg422173#msg422173
« Reply #102 on: November 07, 2011, 11:29:31 pm »
Basically, each card has a property called costelement. That property is set to a number between 0 and 12 (where 0 is generic/any quanta, and 1-12 represent elements).

Having dual quanta costs would require multiple properties (in which case all lines in the source that deal with quanta costs would have to be changed) or some other hard-to-implement feature.
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg422301#msg422301
« Reply #103 on: November 08, 2011, 06:17:10 am »
How does it send information when you play PvP?
Without going in full details, the game call PHP pages with some parameters reflecting what is played and read the parameters in the answer from the PHP page to interpret it in the game.
I guess I was more wondering if there was some sort of failsafe to keep from desyncing. or if it just sends information once and if it doesnt work it desyncs.
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg423577#msg423577
« Reply #104 on: November 11, 2011, 04:56:16 am »
What is the targeting priority/reasoning for mutating? While facing Destiny (FG), I had a antimattered-liquid shadowed creature which it let be for a few turns before mutating it. It had quanta for it. So why?
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Offline XenocidiusTopic starter

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg427460#msg427460
« Reply #105 on: November 18, 2011, 10:59:31 pm »
What is the targeting priority/reasoning for mutating? While facing Destiny (FG), I had a antimattered-liquid shadowed creature which it let be for a few turns before mutating it. It had quanta for it. So why?
Please direct all your AI questions here (http://elementscommunity.org/forum/index.php/topic,33350).

Note that there is an element of randomness involved, and the score of a creature for mutation targeting increases as its HP lowers (through poison, in this case).
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg429561#msg429561
« Reply #106 on: November 23, 2011, 05:28:34 am »
Can a Skeleton be turned into a Fate Egg?
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg429566#msg429566
« Reply #107 on: November 23, 2011, 05:37:55 am »
Can a Skeleton be turned into a Fate Egg?
No. It cannot be turned into Devonian Dragon, Immortal, Chimera or Scarab either.
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