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Half-Implemented Cards

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Re: Half-Implemented Cards

Postby friarsol » 15 Oct 2011, 12:57

Fabio, we don't have mana retrictions implemented yet. So cards like Grand Architect and Mishra's Workshop aren't available.
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Re: Half-Implemented Cards

Postby FabioFLX » 18 Oct 2011, 10:05

friarsol wrote:Fabio, we don't have mana retrictions implemented yet. So cards like Grand Architect and Mishra's Workshop aren't available.
Sure, I knew it.
Infacts, I'm trying to bypass this putting in play a temporary token which changes the casting cost and the ability cost of every artifact card the player owns: "to reduce by" and "to be used only for" seems quite interchangeable.

Of course it is just a bypass, but I think it deserves at least a try.
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Re: Half-Implemented Cards

Postby jeffwadsworth » 27 Oct 2011, 20:36

This card works okay but is a hack. Also, the trigger on both cards is not removed at the end of the turn. I assume the zone changing is preventing them from being removed.

This one should be doable if Pump ever gets the ability to grant abilities, triggers, etc.

| Open
Name:Cauldron Dance
ManaCost:4 B R
Types:Instant
Text:no text
A:SP$ ChangeZone | Cost$ 4 B R | Origin$ Graveyard | Destination$ Battlefield | ValidTgts$ Creature.YouCtrl | TgtPrompt$ Select target creature from your graveyard | ActivationPhases$ BeginCombat->EndCombat | SubAbility$ DBAnimate | SpellDescription$ Cast CARDNAME only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
SVar:DBAnimate:DB$ Animate | Defined$ Targeted | Keywords$ Haste | Triggers$ TrigBounce | sVars$ TrigReturn | SubAbility$ DBChangeZone
SVar:TrigBounce:Mode$ Phase | Phase$ End of Turn | TriggerZones$ Battlefield | Execute$ TrigReturn | TriggerDescription$ At the beginning of the next end step, return CARDNAME to its owner's hand.
SVar:TrigReturn:AB$ ChangeZone | Cost$ 0 | Defined$ Self | Origin$ Battlefield | Destination$ Hand
SVar:DBChangeZone:DB$ ChangeZone | Origin$ Hand | Destination$ Battlefield | OptionalDecider$ You | ChangeType$ Creature | ChangeNum$ 1 | RememberChanged$ True | ForgetOtherRemembered$ True | SubAbility$ DBAnimate2
SVar:DBAnimate2:DB$ Animate | Defined$ Remembered | Keywords$ Haste | Triggers$ TrigSacrifice | sVars$ TrigSac
SVar:TrigSacrifice:Mode$ Phase | Phase$ End of Turn | TriggerZones$ Battlefield | Execute$ TrigSac | TriggerDescription$ At the beginning of the next end step, sacrifice CARDNAME.
SVar:TrigSac:AB$ Sacrifice | Cost$ 0 | Defined$ Self | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/caudron_dance.jpg
End
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Re: Half-Implemented Cards

Postby Sloth » 27 Oct 2011, 20:54

jeffwadsworth wrote:This card works okay but is a hack. Also, the trigger on both cards is not removed at the end of the turn. I assume the zone changing is preventing them from being removed.

This one should be doable if Pump ever gets the ability to grant abilities, triggers, etc.
Why is this a hack. What do you need pump for?
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Re: Half-Implemented Cards

Postby jeffwadsworth » 28 Oct 2011, 14:33

Sloth wrote:
jeffwadsworth wrote:This card works okay but is a hack. Also, the trigger on both cards is not removed at the end of the turn. I assume the zone changing is preventing them from being removed.

This one should be doable if Pump ever gets the ability to grant abilities, triggers, etc.
Why is this a hack. What do you need pump for?
Well, the trigger on both the targeted card and the chosen card is permanent. Perhaps there is a non-hack way of removing them after the changezone and sacrifice take place?
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Re: Half-Implemented Cards

Postby Sloth » 28 Oct 2011, 15:29

jeffwadsworth wrote:Well, the trigger on both the targeted card and the chosen card is permanent. Perhaps there is a non-hack way of removing them after the changezone and sacrifice take place?
Unless the parameter "Permanent" is used, the effects of AF Animate should wear off at end of turn. If they do not it's a bug.
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Re: Half-Implemented Cards

Postby jeffwadsworth » 29 Oct 2011, 02:14

Sloth wrote:
jeffwadsworth wrote:Well, the trigger on both the targeted card and the chosen card is permanent. Perhaps there is a non-hack way of removing them after the changezone and sacrifice take place?
Unless the parameter "Permanent" is used, the effects of AF Animate should wear off at end of turn. If they do not it's a bug.
It is definitely looking like a bug.
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Re: Half-Implemented Cards

Postby sagephoenix » 31 Oct 2011, 16:12

Couldn't cards with Rebound have a workaround like this.

For Nomad's assembly.
When this spell resolves, exile it. Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control. At the beginning of your next upkeep, Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.
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Re: Half-Implemented Cards

Postby moomarc » 02 Nov 2011, 08:18

Here's my hacked version of Saproling Burst:
Saproling Burst | Open
Code: Select all
Name:Saproling Burst
ManaCost:4 G
Types:Enchantment
Text:no text
K:Fading:7
A:AB$ Token | Cost$ SubCounter<1/FADE> | TokenAmount$ 1 | TokenName$ Saproling | TokenTypes$ Creature,Saproling | TokenOwner$ You | TokenColors$ Green | TokenPower$ X | TokenToughness$ X |  RememberTokens$ True | TokenKeywords$ This creature's power and toughness are each equal to the number of fade counters on CARDNAME. | SpellDescription$ Put a green Saproling creature token onto the battlefield. It has "This creature's power and toughness are each equal to the number of fade counters on CARDNAME."
T:Mode$ Always | TriggerZones$ Battlefield | IsPresent$ Creature.IsRemembered | Static$ True | Execute$ TrigAnimate
SVar:TrigAnimate:DB$ AnimateAll | Cost$ 0 | ValidCards$ Creature.IsRemembered | Power$ X | Toughness$ X | Permanent$ True
SVar:X:Count$CardCounters.FADE
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Battlefield | Destination$ Any | Execute$ DestroyRemembered | TriggerDescription$ When CARDNAME leaves the battlefield, destroy all tokens put onto the battlefield with CARDNAME. They can't be regenerated.
SVar:DestroyRemembered:DB$DestroyAll | Cost$ 0 | ValidCards$ Creature.IsRemembered | NoRegen$ True | SubAbility$ TrigZeroFade
SVar:TrigZeroFade:DB$ AnimateAll | Cost$ 0 | ValidCards$ Creature.IsRemembered | Power$ 0 | Toughness$ 0 | Permanent$ True| SubAbility$ DBCleanUp
SVar:DBCleanUp:DB$Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/saproling_burst.jpg
SetInfo:NMS|Rare|http://magiccards.info/scans/en/ne/113.jpg
Oracle:Fading 7 (This enchantment enters the battlefield with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)\nRemove a fade counter from Saproling Burst: Put a green Saproling creature token onto the battlefield. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst."\nWhen Saproling Burst leaves the battlefield, destroy all tokens put onto the battlefield with Saproling Burst. They can't be regenerated.
End
Basically, instead of the tokens each counting the fade counters on the Saproling Burst that created it, that SapBurst has a state-based static ability that counts its own counters and sets the P/T of all the tokens it created.

Edit: Only problem I've come across is that if the tokens have been made indestructable, if Saproling Burst leaves the battlefield, the tokens correctly won't be destroyed by the last ability of the SapBurst, BUT they should die anyway because there would be no fade counters on the burst as it changes zones. I'll try add another trigger that sets the P/T to 0 when it leaves the battlefield then report back here. This should work because in the same situation, if one of the tokens have +1/+1 counters, it would survive. Edit2: Fixed. Also added the buff description to the tokens now. Fixed and committed to svn.
Last edited by moomarc on 08 Nov 2011, 05:50, edited 1 time in total.
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Re: Half-Implemented Cards

Postby Iran » 03 Nov 2011, 12:37

"River Kelpie" | Open
Name:River Kelpie
ManaCost:3 U U
Types:Creature Beast
Text:no text
PT:3/3
K:Persist
T:Mode$ ChangesZone | ValidCard$ Permanent | Origin$ Graveyard | Destination$ Battlefield | Execute$ DBDraw | TriggerZones$ Battlefield | TriggerDescription$ Whenever River Kelpie or another permanent is put onto the battlefield from a graveyard, draw a card.
T:Mode$ ChangesZone | ValidCard$ Card | Origin$ Graveyard | Destination$ Stack | Execute$ DBDraw | TriggerZones$ Battlefield | TriggerDescription$ Whenever a player casts a spell from a graveyard, draw a card.
SVar:DBDraw:DB$Draw | Cost$ 0 | NumCards$ 1
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/river_kelpie.jpg
End


This card works well (with persist, flashback, etc...).The only problem I found is when a play lands from my graveyard (with Crucible of Worlds), the first trigger ability of the River Kelpie don't work.
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Re: Half-Implemented Cards

Postby sagephoenix » 03 Nov 2011, 16:31

Code: Select all
Name:Nomads' Assembly
ManaCost:4 W W
Types:Sorcery
Text:no text
A:SP$ Token | Cost$ 4 W W | TokenAmount$ X | TokenName$ Kor Soldier | TokenTypes$ Creature,Kor Soldier | TokenOwner$ You | TokenColors$ White | TokenPower$1 | TokenToughness$ 1 | SpellDescription$ Put X 1/1 white Kor Soldier creature tokens onto the battlefield.
SVar:X: Count$Valid Creature.YouCtrl
A:SP$ Token | Cost$ 4 W W | TokenAmount$ X | TokenName$ Kor Soldier | TokenTypes$ Creature,Kor Soldier | TokenOwner$ You | TokenColors$ White | TokenPower$1 | TokenToughness$ 1 | SpellDescription$ Put X 1/1 white Kor Soldier creature tokens onto the battlefield. | NextUpkeep$ True
SVar:X: Count$Valid Creature.YouCtrl
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/nomads_assembly.jpg
SetInfo:ROE|Rare| http://magiccards.info/scans/en/roe/39.jpg
Oracle: Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

END
I know almost nothing about programming with Forge and so obviously this card doesn't work right. I don't know how to get the card to exile after it resolves since Flashback actually had it's own thing. But in addition to that, it just doesn't work period. Upon loading Forge, it crashes. Hopefully this is in the right direction and will be easy to fix so that it works.
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Re: Half-Implemented Cards

Postby moomarc » 03 Nov 2011, 21:39

I'll have a look in the morning, but the rebound part is wrong. It needs to be a delayed trigger with Mode$ Phase set to your upkeep which executes the spell with 0 cost. Must sleep now though...
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Re: Half-Implemented Cards

Postby moomarc » 04 Nov 2011, 13:19

@Sagephoenix: There were a few more problems with the script, but I got a mostly working version:
Nomads' Assembly | Open
Code: Select all
Name:Nomads' Assembly
ManaCost:4 W W
Types:Sorcery
Text:no text
A:SP$ Token | Cost$ 4 W W | TokenAmount$ X | TokenName$ Kor Soldier | TokenTypes$ Creature,Kor,Soldier | TokenOwner$ You | TokenColors$ White | TokenPower$1 | TokenToughness$ 1 | SubAbility$ ReboundExileTrig | SpellDescription$ Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.
SVar:ReboundExileTrig:DB$DelayedTrigger | Mode$ ChangesZone | Origin$ Stack | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ ReboundExile | TriggerDescription$ If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.
SVar:ReboundExile:DB$ChangeZone | Origin$ Graveyard | Destination$ Exile | ValidCard$ Card.Self | SubAbility$ ReboundCastTrig | Secondary$ True | SpellDescription$ If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.
SVar:ReboundCastTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ ReboundCast | OptionalDecider$ You | TriggerDescription$ You may cast CARDNAME from exile without paying its mana cost.
SVar:ReboundCast:DB$Token | Cost$ 0 | TokenAmount$ X | TokenName$ Kor Soldier | TokenTypes$ Creature,Kor,Soldier | TokenOwner$ You | TokenColors$ White | TokenPower$1 | TokenToughness$ 1 | SubAbility$ ReboundResolve | SpellDescription$ Put X 1/1 white Kor Soldier creature tokens onto the battlefield.
SVar:ReboundResolve:DB$ChangeZone | Origin$ Exile | Destination$ Graveyard | ValidCard$ Card.Self | Secondary$ True | SpellDescription$ HIDDEN If you cast CARDNAME from exile this way, it will go to your graveyard when it resolves or is countered. It won't go back to exile.
SVar:X:Count$TypeYouCtrl.Creature
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/nomads_assembly.jpg
SetInfo:ROE|Rare| http://magiccards.info/scans/en/roe/39.jpg
Oracle: Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.\nRebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
End
The main issue is that the card is only exiled after hitting the graveyard, not as it resolves, so cards like Leyline of the Void will exile it before the delayed trigger for the rebound part activates. The card is also not 'cast' from exile. So the trigger can be countered by cards like Stifle correctly, but the actual spell can't be countered. There may also be an issue with rebound activating even if the spell is cast from somewhere other than your hand. One of the more experienced scripters might be able to tweak it a little further.
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Re: Half-Implemented Cards

Postby lazylockie » 13 Nov 2011, 14:31

The most simple solution I found for Rebound cards is just Flashback 0. It's a quick-and-dirty for "I just wanna play Staggershock" without having to think much on coding.
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Re: Half-Implemented Cards

Postby ZzzzSleep » 22 Nov 2011, 11:05

Here's a half implemented Sacred Mesa

"Sacred Mesa" | Open
Name:Sacred Mesa
ManaCost:2 W
Types:Enchantment Pegasus
Text:no text
A:AB$ Token | Cost$ 1 W | TokenAmount$ 1 | TokenOwner$ You | TokenName$ Pegasus | TokenTypes$ Creature,Pegasus | TokenColors$ White | TokenPower$ 1 | TokenToughness$ 1 | TokenKeywords$ Flying | SpellDescription$ Put a 1/1 white Pegasus creature token with flying onto the battlefield.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigSac | TriggerDescription$ At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus.
SVar:TrigSac:AB$Sacrifice | Cost$ 0 | Defined$ You | SacValid$ Permanent.Pegasus | SacMessage$ a Pegasus or Sacred Mesa
SVar:Rarity:Rare
End

I've added the type Pegasus to the enchantment, so you can either choose to sacrifice a pegasus token or the enchantment itself.
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