Card Contributions
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Re: Card Contributions
by ArsenalNut » 24 Jul 2011, 05:18
A couple more cards from Morningtide
Oona's Blackguard
Sage of Fables
Note: The +1/+1 counter removal for the second ability is not strictly a cost, but the card plays like it is since you have to pick a valid target for counter removal before you pay the mana cost.
Oona's Blackguard
- | Open
- Name:Oona's Blackguard
ManaCost:1 B
Types:Creature Faerie Rogue
Text:no text
PT:1/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Rogue+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Rogue creature you control enters the battlefield with an additional +1/+1 counter on it. | Static$ True
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl+countersGE1P1P1 | ValidTarget$ Opponent | TriggerZones$ Battlefield | CombatDamage$ True | Execute$ TrigDiscardOpp | TriggerDescription$ Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
SVar:TrigDiscardOpp:AB$Discard | Cost$ 0 | Defined$ Opponent | NumCards$ 1 | Mode$ TgtChoose
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/oonas_blackguard.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/72.jpg
End
Sage of Fables
- | Open
- Name:Sage of Fables
ManaCost:2 U
Types:Creature Merfolk Wizard
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Wizard+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it. | Static$ True
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
A:AB$ RemoveCounter | Cost$ 2 | ValidTgts$ Creature.countersGE1P1P1+YouCtrl | TgtPrompt$ Select target creature | CounterType$ P1P1 | CounterNum$ 1 | SpellDescription$ 2, Remove a +1/+1 counter from a creature you control: Draw a card.| SubAbility$ SVar=DrawCard
SVar:DrawCard:DB$Draw | NumCards$ 1
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sage_of_fables.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/47.jpg
End
Note: The +1/+1 counter removal for the second ability is not strictly a cost, but the card plays like it is since you have to pick a valid target for counter removal before you pay the mana cost.
Last edited by ArsenalNut on 24 Jul 2011, 07:41, edited 1 time in total.
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Re: Card Contributions
by Sloth » 24 Jul 2011, 06:53
The first abilities still need the "Static$ True" parameter. Sage of Fables is not ok this way, the player can activate the ability multiple times with only a single +1/+1 counter.ArsenalNut wrote:A couple more cards from Morningtide
Oona's Blackguard
- | Open
- Name:Oona's Blackguard
ManaCost:1 B
Types:Creature Faerie Rogue
Text:no text
PT:1/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Rogue+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Rogue creature you control enters the battlefield with an additional +1/+1 counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl+countersGE1P1P1 | ValidTarget$ Opponent | TriggerZones$ Battlefield | CombatDamage$ True | Execute$ TrigDiscardOpp | TriggerDescription$ Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
SVar:TrigDiscardOpp:AB$Discard | Cost$ 0 | Defined$ Opponent | NumCards$ 1 | Mode$ TgtChoose
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/oonas_blackguard.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/72.jpg
End
Sage of Fables
- | Open
- Name:Sage of Fables
ManaCost:2 U
Types:Creature Merfolk Wizard
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Wizard+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
A:AB$ RemoveCounter | Cost$ 2 | ValidTgts$ Creature.countersGE1P1P1+YouCtrl | TgtPrompt$ Select target creature | CounterType$ P1P1 | CounterNum$ 1 | SpellDescription$ 2, Remove a +1/+1 counter from a creature you control: Draw a card.| SubAbility$ SVar=DrawCard
SVar:DrawCard:DB$Draw | NumCards$ 1
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sage_of_fables.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/47.jpg
End
Note: The +1/+1 counter removal for the second ability is not strictly a cost, but the card plays like it is since you have to pick a valid target for counter removal before you pay the mana cost.

Otherwise good work ArsenalNut.
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Re: Card Contributions
by ArsenalNut » 24 Jul 2011, 07:46
Edited all the card to add "Static$ True". I missed that little loop hole when I tested Sage of FablesSloth wrote:The first abilities still need the "Static$ True" parameter. Sage of Fables is not ok this way, the player can activate the ability multiple times with only a single +1/+1 counter.![]()
Otherwise good work ArsenalNut.

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Re: Card Contributions
by Sloth » 24 Jul 2011, 08:42
I've just added your first two cards to the git. Thank you ArsenalNut.ArsenalNut wrote:Edited all the card to add "Static$ True". I missed that little loop hole when I tested Sage of FablesSloth wrote:The first abilities still need the "Static$ True" parameter. Sage of Fables is not ok this way, the player can activate the ability multiple times with only a single +1/+1 counter.![]()
Otherwise good work ArsenalNut.
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Re: Card Contributions
by ArsenalNut » 25 Jul 2011, 04:50
Here's some more Morningtide cards
Distant Melody
Pack's Disdain
Redeem the Lost
I believe the script logic in the next two is correct (since it was largely cut and paste) but they had bugs when I tested them.
Rage Forger
The first ability works fines. The second one triggers four times for each attacker with a +1/+1 counter.
Door of Destinies
When I tested it, there was strange bug where you get prompted for the creature type twice. It uses the second choice. I copied the code straight from Adaptive Automaton.
Also in testing I saw that an Adaptive Automaton didn't get the type bonus for charge counters but creatures that had the chosen type hardcoded did.
I tried Coordinated Barrage and Roar of the Crowd and had problems with the picking of creature type then target sequence working.
I didn't look like any of the other missing Morningtide are currently scriptable.
Distant Melody
- | Open
- Name:Distant Melody
ManaCost:3 U
Types:Sorcery
Text:no text
A:SP$ ChooseType | Cost$ 3 U | Defined$ You | Type$ Creature | SubAbility$ SVar=DBDraw| SpellDescription$ Choose a creature type. Draw a card for each permanent you control of that type.
SVar:DBDraw:DB$ Draw | Cost$ 0 | NumCards$ X
SVar:X:Count$Valid Permanent.ChosenType+YouCtrl
SVar:RemRandomDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/distant_melody.jpg
SetInfo:MOR|Common|http://magiccards.info/scans/en/mt/32.jpg
End
Pack's Disdain
- | Open
- Name:Pack's Disdain
ManaCost:1 B
Types:Instant
Text:no text
A:SP$ ChooseType | Cost$ 1 B | Defined$ You | Type$ Creature | SubAbility$ SVar=DBPump| SpellDescription$ Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control.
SVar:DBPump:DB$ Pump | Cost$ 0 | NumAtt$ -X | NumDef$ -X | ValidTgts$ Creature | TgtPrompt$ Select target creature.
SVar:X:Count$Valid Permanent.ChosenType+YouCtrl
SVar:RemRandomDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/packs_disdain.jpg
SetInfo:MOR|Common|http://magiccards.info/scans/en/mt/73.jpg
End
Redeem the Lost
- | Open
- Name:Redeem the Lost
ManaCost:1 W
Types:Instant
Text:no text
A:SP$ Protection | Cost$ 1 W | ValidTgts$ Creature.YouCtrl | Gains$ Choice | Choices$ AnyColor | TgtPrompt$ Select target creature | SubAbility$ SVar=DBClash | SpellDescription$ Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return CARDNAME to its owner's hand.
SVar:DBClash:DB$Clash | WinSubAbility$ DBReturn
SVar:DBReturn:DB$ChangeZone | Defined$ Self | Origin$ Stack | Destination$ Hand
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/redeem_the_lost.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/21.jpg
End
I believe the script logic in the next two is correct (since it was largely cut and paste) but they had bugs when I tested them.
Rage Forger
- | Open
- Name:Rage Forger
ManaCost:2 R
Types:Creature Elemental Shaman
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigPutCounters | TriggerDescription$ When CARDNAME enters the battlefield, put a +1/+1 counter each other Shaman creature you control. | Static$ True
SVar:TrigPutCounters:AB$PutCounterAll | Cost$ 0 | ValidCards$ Creature.Shaman+Other+YouCtrl | CounterType$ P1P1 | CounterNum$ 1
T:Mode$ Attacks | ValidCard$ Creature.YouCtrl+countersGE1P1P1 | Execute$ TrigDamage | TriggerDescription$ Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.
SVar:TrigDamage:AB$DealDamage | Cost$ 0 | Tgt$ TgtP | TgtPrompt$ Select target player | NumDmg$ 1
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/rage_forger.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/97.jpg
End
The first ability works fines. The second one triggers four times for each attacker with a +1/+1 counter.
Door of Destinies
- | Open
- Name:Door of Destinies
ManaCost:4
Types:Artifact
Text:no text
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Any | Destination$ Battlefield | Execute$ ChooseCT | Static$ True | TriggerDescription$ As CARDNAME enters the battlefield, choose a creature type.
SVar:ChooseCT:AB$ ChooseType | Cost$ 0 | Defined$ You | Type$ Creature
T:Mode$ SpellCast | ValidCard$ Card.ChosenType | ValidActivatingPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Whenever you cast a spell of the chosen type, put a charge counter on CARDNAME.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ Self | CounterType$ CHARGE | CounterNum$ 1
S:Mode$ Continuous | Affected$ Creature.ChosenType+YouCtrl | AddPower$ X | AddToughness$ X | Description$ Creatures you control of the chosen type get +1/+1 for each charge counter on CARDNAME.
SVar:X:Count$CardCounters.CHARGE
SVar:RemRandomDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/door_of_destinies.jpg
SetInfo:MOR|Rare|http://magiccards.info/scans/en/mt/143.jpg
End
When I tested it, there was strange bug where you get prompted for the creature type twice. It uses the second choice. I copied the code straight from Adaptive Automaton.
Also in testing I saw that an Adaptive Automaton didn't get the type bonus for charge counters but creatures that had the chosen type hardcoded did.
I tried Coordinated Barrage and Roar of the Crowd and had problems with the picking of creature type then target sequence working.
I didn't look like any of the other missing Morningtide are currently scriptable.
So many cards, so little time
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Re: Card Contributions
by ArsenalNut » 25 Jul 2011, 05:02
Here's one I scripted so I could use an elf deck from one of the recent daily deck lists.
Summoner's Pact
Summoner's Pact
- | Open
- Name:Summoner's Pact
ManaCost:0
Types:Instant
Text:no text
K:CARDNAME is green.
A:SP$ ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Hand | ChangeType$ Creature.Green | ChangeNum$ 1 | SubAbility$ SVar=DBShuffle | SpellDescription$ Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library. At the beginning of your next upkeep, pay 2 G G. If you don't, you lose the game.
SVar:DBShuffle:DB$ChangeZone | Origin$ Stack | Destination$ Library | Shuffle$ True | SubAbility$ SVar=DBDelTrig
SVar:DBDelTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ TrigLoseGame | TriggerDescription$ At the beginning of your next upkeep, pay 2 G G. If you don't, you lose the game.
SVar:TrigLoseGame:SP$LosesGame | Cost$ 0 | UnlessCost$ 2 G G | UnlessPayer$ You | Defined$ You
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/summoners_pact.jpg
SetInfo:FUT|Rare|http://magiccards.info/scans/en/fut/139.jpg
End
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Re: Card Contributions
by friarsol » 25 Jul 2011, 12:21
ArsenalNut, it looks like your Rage Forger doesn't have a TriggerZones$ Battlefield so it's probably triggering for each Rage Forger in your library. Also, the Damage ability attached to that trigger needs to have a DamageSource$ TriggeredAttacker (I think that's available from inside the Ability. It shouldn't be too much work to make it available if it doesn't happen to be)
Door of Destinies: it looks like someone added this into the hardcoded choose a type (probably in anticipation of it being made), which is why you see it twice.
What about the Targeting Sequence did you have issues with? You always Target before the Spell is finished being cast, choosing the type should occur on resolution.
Door of Destinies: it looks like someone added this into the hardcoded choose a type (probably in anticipation of it being made), which is why you see it twice.
What about the Targeting Sequence did you have issues with? You always Target before the Spell is finished being cast, choosing the type should occur on resolution.
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Re: Card Contributions
by ArsenalNut » 25 Jul 2011, 14:50
Thanks for the pointers. I did have four copies of Rage Forger in my test deck so that makes sense. I'll try to fix it tonight.friarsol wrote:ArsenalNut, it looks like your Rage Forger doesn't have a TriggerZones$ Battlefield so it's probably triggering for each Rage Forger in your library. Also, the Damage ability attached to that trigger needs to have a DamageSource$ TriggeredAttacker (I think that's available from inside the Ability. It shouldn't be too much work to make it available if it doesn't happen to be)
Door of Destinies: it looks like someone added this into the hardcoded choose a type (probably in anticipation of it being made), which is why you see it twice.
What about the Targeting Sequence did you have issues with? You always Target before the Spell is finished being cast, choosing the type should occur on resolution.
For the Targeting Sequence problems, I used ChooseType with a subability to DealDamage. When I tested the cards, I would get the prompt to choose type but no prompt to select target and the card resolved with no effect. I'll post the code in the Card Development Questions Topic tonight.
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Re: Card Contributions
by Sloth » 25 Jul 2011, 19:10
I've added Distant Melody, Pack's Disdain, Redeem the Lost and Summoner's Pact. Thanks ArsenalNut.
EDIT: Door of Destinies is also added.
EDIT: Door of Destinies is also added.
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Re: Card Contributions
by lazylockie » 25 Jul 2011, 21:37
here's Venser, the Sojourner scripted. It does exactly what the hardcoded one does, and still has the same problems when blinking Auras like the hardcoded one does. For example, you get to draw a card from Spreading Seas, but it comes back detached from the land, you can't choose new targets for the aura and the aura stays alone on your battlefield.
- Venser, the Sojourner | Open
- Name:Venser, the Sojourner
ManaCost:3 W U
Types:Planeswalker Venser
Text:no text
Loyalty:3
A:AB$ChangeZone | Cost$ AddCounter<2/LOYALTY> | Planeswalker$ True | ValidTgts$ Permanent.YouOwn | TgtPrompt$ Select target permanent you own | RememberTargets$ True | ForgetOtherTargets$ True | Origin$ Battlefield | Destination$ Exile | SubAbility$ SVar=DelTrig | SpellDescription$ Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
A:AB$ PumpAll | Cost$ SubCounter<1/LOYALTY> | Planeswalker$ True | ValidCards$ Creature | KW$ Unblockable | SpellDescription$ Creatures are unblockable this turn.
A:AB$ Effect | Cost$ SubCounter<8/LOYALTY> | Planeswalker$ True | Name$ Venser, the Sojouner's Emblem | Triggers$ SpellCastTrigger | SVars$ TrigExile | SpellDescription$ You get an emblem with "Whenever you cast a spell, exile target permanent."
SVar:DelTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ End of Turn | Execute$ TrigReturn | TriggerDescription$ Return exiled card to the battlefield.
SVar:TrigReturn:AB$ ChangeZone | Cost$ 0 | Defined$ Remembered | Origin$ Exile | Destination$ Battlefield
SVar:SpellCastTrigger:Mode$ SpellCast | ValidCard$ Card.YouCtrl | Execute$ TrigExile | TriggerZones$ Battlefield | TriggerDescription$ Whenever you cast a spell, you may exile target permanent.
SVar:TrigExile:AB$ ChangeZone | Cost$ 0 | ValidTgts$ Permanent | Origin$ Battlefield | Destination$ Exile | SpellDescription$ Exile target permanent
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/venser_the_sojourner.jpg
SetInfo:SOM|Mythic|http://magiccards.info/scans/en/som/135.jpg
End
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Re: Card Contributions
by ArsenalNut » 25 Jul 2011, 22:41
Here's the fixed Rage Forger
Rage Forger
Rage Forger
- | Open
- Name:Rage Forger
ManaCost:2 R
Types:Creature Elemental Shaman
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigPutCounters | TriggerDescription$ When CARDNAME enters the battlefield, put a +1/+1 counter each other Shaman creature you control. | Static$ True
SVar:TrigPutCounters:AB$PutCounterAll | Cost$ 0 | ValidCards$ Creature.Shaman+Other+YouCtrl | CounterType$ P1P1 | CounterNum$ 1
T:Mode$ Attacks | ValidCard$ Creature.YouCtrl+countersGE1P1P1 | TriggerZones$ Battlefield | Execute$ TrigDamage | TriggerDescription$ Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.
SVar:TrigDamage:AB$DealDamage | Cost$ 0 | Tgt$ TgtP | TgtPrompt$ Select target player | NumDmg$ 1 | DamageSource$ TriggeredAttacker
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/rage_forger.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/97.jpg
End
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Re: Card Contributions
by ArsenalNut » 26 Jul 2011, 02:38
Here's last two Morningtide card I could script
Coordinated Barrage
Roar of the Crowd
Both cards have a quirk that if you cancel the target selection, the player still gets asked to pay the casting cost. If you actual pay the casting cost, the card will resolve with no effect. I tried putting the casting cost in the SubAbility, but then the cards resolve if cancel the target selection.
Edit: Removed Static from the Primary Spells
Coordinated Barrage
- | Open
- Name:Coordinated Barrage
ManaCost:W
Types:Instant
Text:no text
A:SP$ ChooseType | Cost$ W | Defined$ You | Type$ Creature | SubAbility$ SVar=DBDealDamage| SpellDescription$ Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type.
SVar:DBDealDamage:DB$DealDamage | Cost$ 0 | Tgt$ TgtC | ValidTgts$ Creature.attacking,Creature.blocking | TgtPrompt$ Select target attacking or blocking creature | NumDmg$ X
SVar:X:Count$Valid Permanent.ChosenType+YouCtrl
SVar:RemRandomDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/coordinated_barrage.jpg
SetInfo:MOR|Common|http://magiccards.info/scans/en/mt/7.jpg
End
Roar of the Crowd
- | Open
- Name:Roar of the Crowd
ManaCost:3 R
Types:Instant
Text:no text
A:SP$ ChooseType | Cost$ 3 R | Defined$ You | Type$ Creature | SubAbility$ SVar=DBDamage| SpellDescription$ Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type.
SVar:DBDamage:DB$ DealDamage | Cost$ 0 | Tgt$ TgtCP | NumDmg$ X
SVar:X:Count$Valid Permanent.ChosenType+YouCtrl
SVar:RemRandomDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/roar_of_the_crowd.jpg
SetInfo:MOR|Common|http://magiccards.info/scans/en/mt/100.jpg
End
Both cards have a quirk that if you cancel the target selection, the player still gets asked to pay the casting cost. If you actual pay the casting cost, the card will resolve with no effect. I tried putting the casting cost in the SubAbility, but then the cards resolve if cancel the target selection.
Edit: Removed Static from the Primary Spells
Last edited by ArsenalNut on 26 Jul 2011, 05:42, edited 1 time in total.
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Re: Card Contributions
by friarsol » 26 Jul 2011, 03:06
Firstly, the Primary Spells shouldn't have Static$ True, this is only for Triggered Abilities (that should be Static).ArsenalNut wrote:Both cards have a quirk that if you cancel the target selection, the player still gets asked to pay the casting cost. If you actual pay the casting cost, the card will resolve with no effect. I tried putting the casting cost in the SubAbility, but then the cards resolve if cancel the target selection.
The "quirk" sounds like a bug that isn't very noticeable since not very many spells target as a SubAbility but not in a Primary Ability.
Edit: I just debugged this part of the code, it looks like the "Target" isCancel check is only checking the ParentAbility and not the SubAbilities, which is why the issue comes about.
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Re: Card Contributions
by friarsol » 26 Jul 2011, 03:20
ArsenalNut,friarsol wrote:The "quirk" sounds like a bug that isn't very noticeable since not very many spells target as a SubAbility but not in a Primary Ability.
Edit: I just debugged this part of the code, it looks like the "Target" isCancel check is only checking the ParentAbility and not the SubAbilities, which is why the issue comes about.
This bug should be fixed now. Double check your cards to make sure it's working as expected.
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Re: Card Contributions
by ArsenalNut » 26 Jul 2011, 05:50
Thanks again for the pointers. I am still learning the card scripting API. I think I added Static just to see if it fixed the bug. I fixed the card scripts in the original post.friarsol wrote:ArsenalNut,friarsol wrote:The "quirk" sounds like a bug that isn't very noticeable since not very many spells target as a SubAbility but not in a Primary Ability.
Edit: I just debugged this part of the code, it looks like the "Target" isCancel check is only checking the ParentAbility and not the SubAbilities, which is why the issue comes about.
This bug should be fixed now. Double check your cards to make sure it's working as expected.
I am not setup to pull code from Git yet. I am using 1.1.0 to test my cards.
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