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Re: Formal Request Thread

PostPosted: 07 Dec 2015, 11:53
by migookman
Having problems coding the following:

Anthroplasm. It goes to the graveyard when the +1+1 counters are removed.
Code: Select all
<COST mana_cost="{X}" type="Mana" />
 
   <COST type="TapSelf" />
    <PLAY_TIME_ACTION>
         local count = EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() )
         EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), count )
      </PLAY_TIME_ACTION>
        <RESOLUTION_TIME_ACTION>
   local effectSource = EffectSource()
            if effectSource ~= nil then
               effectSource:AddCounters( MTG():PlusOnePlusOneCounters(), GetEffectX())
            end
      </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
Antagonism. Players always get the 2 damage.
Code: Select all
 <TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
         return MTG():GetStep() == STEP_END_OF_TURN
      </TRIGGER>
         <AVAILABILITY>
    local num_starting_players = MTG():GetNumberOfStartingPlayers()
    for i=0,(num_starting_players-1) do
        local player = MTG():GetNthStartingPlayer(i)
        if (player ~= nil and player:GetTeam() ~= EffectController():GetTeam()) then
          local interrogation = MTG():ClearInterrogationQuery()
          interrogation:SetSecondaryPlayer(player)
             
          if interrogation:Test( INTERROGATE_DAMAGE_DEALT, INTERROGATE_THIS_TURN ) then
             -- bloodthirst!
             return true
          end
       end
    end
    -- no bloodthirst!
    return false
    </AVAILABILITY>
      <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSourceLKI():DealDamageTo(2, TriggerPlayer())
    end
    </RESOLUTION_TIME_ACTION>
         </TRIGGERED_ABILITY>

Re: Formal Request Thread

PostPosted: 07 Dec 2015, 14:58
by Xander9009
For the first one, I don't see what's wrong. Try removing "count-1" counters to see if the other counters are being added properly. If they are, move the counter addition to the same RTA.

For the second one, and availability block decides when an activated ability can be activated. It has no meaning in a triggered ability that I know of. Move that to the RTA, and instead of returning true, deal the damage on the "return true" line.

Re: Formal Request Thread

PostPosted: 10 Dec 2015, 15:12
by RiiakShiNal
For Anthroplasm your problem is that you are removing the +1/+1 counters during play time when you should be removing them at resolution time. State based effects are checked between play time and resolution time (sometimes checked multiple times) and thus when you remove the +1/+1 counters at play time your Anthroplasm becomes 0/0 and dies before the new +1/+1 counters can be added.

Re: Formal Request Thread

PostPosted: 11 Jan 2016, 03:21
by Tejahn

Re: Formal Request Thread

PostPosted: 04 Feb 2016, 12:38
by Finnical
Ayli, Eternal Pilgrim please. Abilities are pretty straightforward, shouldn't be too tough I think.

Re: Formal Request Thread

PostPosted: 05 Feb 2016, 19:30
by Xander9009
Finnical wrote:Ayli, Eternal Pilgrim please. Abilities are pretty straightforward, shouldn't be too tough I think.
Untested but done.

Tejahn wrote:I want to request three cards.

Caller of the Pack
Mazirek, Kraul Death Priest
Mystic Confluence
The first two are done (but untested). For Mystic Confluence, I'm not sure how to code it. Maybe someone else will have an idea about how to allow a mode to be chosen more than once. Best idea I've got is to make it three separate but identical abilities, each with the three modes. You'd be forced to pick the mode three times in a row and they shouldn't affect one another. That's how I'm going to do it when I get the chance (probably later tonight) unless I'm informed that will have issues.

EDIT: I had a chance to try it out, but it failed. You can never choose to counter spells, you can however choose to bounce creatures, and you can choose to draw a card. However, you only get one choice. If you choose to draw, then you draw 3 cards. If you choose to bounce, you choose three creatures, but only the last one is bounced. I 'm not sure how else to approach it. I could just use multiple choices, but then it won't be copied correctly, if I recall correctly. Thoughts?

EDIT2: I had a thought, but it didn't work, unfortunately. I figured if we could show enough modes, then you could select ONE mode, but each mode would be some combination of the three. However, there are 10 combinations but only 7 possible modes.

Re: Formal Request Thread

PostPosted: 12 Feb 2016, 20:48
by Nick26
I tried to code the confluence too using cryptic command as a starting point but I had the same issue. The game forces me to choose the same thing 3 times. Do we have to code a card with 10 different choices? :cry:

Re: Formal Request Thread

PostPosted: 12 Feb 2016, 22:04
by Xander9009
Nick26 wrote:I tried to code the confluence too using cryptic command as a starting point but I had the same issue. The game forces me to choose the same thing 3 times. Do we have to code a card with 10 different choices? :cry:
We CAN'T code a card with 10 choices. 7 is the maximum. I've not had any ideas for it, but I've also been focused pretty heavily on coding the OGW set.

Re: Formal Request Thread

PostPosted: 16 Feb 2016, 07:21
by Jsleung
Now that Oath of the Gatewatch is in the CW, any chance for Eldrazi Temple to be added?

Re: Formal Request Thread

PostPosted: 16 Feb 2016, 15:39
by Xander9009
Jsleung wrote:Now that Oath of the Gatewatch is in the CW, any chance for Eldrazi Temple to be added?
I'm more than willing to add the card, but keep in mind that restricted mana cannot be properly coded for abilities. It can only be coded for casting cards. So, it won't be usable by colorless eldrazi for the abilities.

Re: Formal Request Thread

PostPosted: 16 Feb 2016, 19:13
by Jsleung
As long as I don't have to take 2 damage every time from ancient tombs to play a deck similar to modern eldrazi...sounds good to me! Thanks so much!

Re: Formal Request Thread

PostPosted: 20 Mar 2016, 21:37
by Shoggoththe12

Re: Formal Request Thread

PostPosted: 29 Apr 2016, 22:23
by Finnical
The Gustcloak bird soldiers:

(Gustcloak -)
Harrier
Sentinel
Skirmisher
Cavalier
Runner
Savior

I figure they might interact well with some of the Mardu stuff. They might be weird to code...

Re: Formal Request Thread

PostPosted: 30 Apr 2016, 00:06
by Xander9009

Re: Formal Request Thread

PostPosted: 14 May 2016, 05:36
by Finnical