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Help implementing a card

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Re: Help implementing a card

Postby LoneFox » 04 Aug 2015, 17:00

EvilGeek wrote:
EvilGeek wrote:I'm having trouble with the card Override. Its name is conflicting with the @Override annotation and my IDE doesn't like it (I use Eclipse btw). Just wondering if anyone has a fix, is it possible to have the class name different to the card name but still have it work normally?
Still stuck on this.
Isn't the obvious solution to code it in a normal text editor instead of an IDE? The java compiler accepts Override as a class name without any complaints.
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Re: Help implementing a card

Postby LevelX » 06 Aug 2015, 08:27

EvilGeek wrote:
EvilGeek wrote:I'm having trouble with the card Override. Its name is conflicting with the @Override annotation and my IDE doesn't like it (I use Eclipse btw). Just wondering if anyone has a fix, is it possible to have the class name different to the card name but still have it work normally?
Still stuck on this.
Added now Override to xmage.
I had simply to use @java.lang.Override instead of only @Override in the code.
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Re: Help implementing a card

Postby fireshoes » 12 Aug 2015, 04:13

I made Mercenary Informer and Rebel Informer. They are correctly not able to be targeted by spells of the color specified, but I am able to target them with abilities of that color (e.g. Oblivion Ring on Rebel Informer). I used Gaea's Revenge as a template, just changing the color predicate to white (or black) from not green. Gaea's Revenge correctly can't be targeted by Oblivion Ring though, so I'm not sure what the problem is.

Code: Select all
public class RebelInformer extends CardImpl {
   
    private static final FilterStackObject filterWhite = new FilterStackObject("white spells or abilities from white sources");
    private static final FilterPermanent filterRebel = new FilterPermanent("nontoken Rebel");

    static {
        filterWhite.add(new ColorPredicate(ObjectColor.WHITE));
        filterRebel.add(Predicates.not(new TokenPredicate()));
        filterRebel.add(new SubtypePredicate("Rebel"));
    }

    public RebelInformer(UUID ownerId) {
        super(ownerId, 75, "Rebel Informer", Rarity.RARE, new CardType[]{CardType.CREATURE}, "{2}{B}");
        this.expansionSetCode = "PCY";
        this.subtype.add("Human");
        this.subtype.add("Mercenary");
        this.subtype.add("Rebel");
        this.power = new MageInt(1);
        this.toughness = new MageInt(2);

        // Rebel Informer can't be the target of white spells or abilities from white sources.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new CantBeTargetedSourceEffect(filterWhite, Duration.WhileOnBattlefield)));
       
        // {3}: Put target nontoken Rebel on the bottom of its owner's library.
        Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new PutOnLibraryTargetEffect(false), new GenericManaCost(3));
        ability.addTarget(new TargetPermanent(filterRebel));
        this.addAbility(ability);
    }

    public RebelInformer(final RebelInformer card) {
        super(card);
    }

    @Override
    public RebelInformer copy() {
        return new RebelInformer(this);
    }
}
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Re: Help implementing a card

Postby LevelX » 12 Aug 2015, 07:56

fireshoes wrote:I made Mercenary Informer and Rebel Informer. They are correctly not able to be targeted by spells of the color specified, but I am able to target them with abilities of that color (e.g. Oblivion Ring on Rebel Informer). I used Gaea's Revenge as a template, just changing the color predicate to white (or black) from not green. Gaea's Revenge correctly can't be targeted by Oblivion Ring though, so I'm not sure what the problem is.

You need to use a FilterObject instead of a FilterStackObject.
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Re: Help implementing a card

Postby LoneFox » 12 Aug 2015, 07:59

fireshoes wrote: Gaea's Revenge correctly can't be targeted by Oblivion Ring though, so I'm not sure what the problem is.
Looks like Gaea's Revenge can't be targeted by abilities from green sources either, so it is a bug.
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Re: Help implementing a card

Postby fireshoes » 12 Aug 2015, 13:41

LevelX wrote:You need to use a FilterObject instead of a FilterStackObject.
Is it ok to change CantBeTargetedSourceEffect from FilterStackObject to FilterObject then?
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Re: Help implementing a card

Postby LevelX » 12 Aug 2015, 16:57

fireshoes wrote:
LevelX wrote:You need to use a FilterObject instead of a FilterStackObject.
Is it ok to change CantBeTargetedSourceEffect from FilterStackObject to FilterObject then?
No forget what I said.
The problem is that the StackAbility itself is colorless and there is no check for the source of the stack ability.
I have to look into it.
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Re: Help implementing a card

Postby LevelX » 13 Aug 2015, 10:03

fireshoes wrote:
LevelX wrote:You need to use a FilterObject instead of a FilterStackObject.
Is it ok to change CantBeTargetedSourceEffect from FilterStackObject to FilterObject then?
I did the changes. And it was indeed neccessary to change CantBeTargetedSourceEffect from FilterStackObject to FilterObject.
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Re: Help implementing a card

Postby emerald000 » 13 Aug 2015, 10:51

Is there a way for the test player to activate a "floating" special action, like with Enraging Licid? activateAbility() doesn't work and I couldn't find anything specific to special actions.
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Re: Help implementing a card

Postby LevelX » 13 Aug 2015, 11:02

emerald000 wrote:Is there a way for the test player to activate a "floating" special action, like with Enraging Licid? activateAbility() doesn't work and I couldn't find anything specific to special actions.
I guess there is no special handling yet.
But I assume the AI uses such effects by default if mana is available.
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Re: Help implementing a card

Postby fireshoes » 13 Aug 2015, 18:24

Is there a simple conversion from a dynamic value to an int? Working on Atalya, Samite Master. I can use ManacostVariableValue for GainLifeEffect, but not PreventDamageToTargetEffect.

Code: Select all
public class AtalyaSamiteMaster extends CardImpl {

    public AtalyaSamiteMaster(UUID ownerId) {
        super(ownerId, 4, "Atalya, Samite Master", Rarity.RARE, new CardType[]{CardType.CREATURE}, "{3}{W}{W}");
        this.expansionSetCode = "INV";
        this.supertype.add("Legendary");
        this.subtype.add("Human");
        this.subtype.add("Cleric");
        this.power = new MageInt(2);
        this.toughness = new MageInt(3);

        // {X}, {tap}: Choose one - Prevent the next X damage that would be dealt to target creature this turn;
        Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new PreventDamageToTargetEffect(Duration.EndOfTurn, new ManacostVariableValue()), new ManaCostsImpl("{X}"));
        ability.addCost(new TapSourceCost());
        ability.addTarget(new TargetCreaturePermanent());
       
        // or you gain X life. Spend only white mana on X.
        Mode mode = new Mode();
        mode.getEffects().add(new GainLifeEffect(new ManacostVariableValue()));
        ability.addMode(mode);
       
        this.addAbility(ability);
    }

    public AtalyaSamiteMaster(final AtalyaSamiteMaster card) {
        super(card);
    }

    @Override
    public AtalyaSamiteMaster copy() {
        return new AtalyaSamiteMaster(this);
    }
}
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Re: Help implementing a card

Postby emerald000 » 13 Aug 2015, 21:13

fireshoes wrote:Is there a simple conversion from a dynamic value to an int? Working on Atalya, Samite Master. I can use ManacostVariableValue for GainLifeEffect, but not PreventDamageToTargetEffect.
You can use dynamicValue.calculate(Game game, Ability sourceAbility, Effect effect).
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Re: Help implementing a card

Postby fireshoes » 30 Nov 2015, 16:16

The turn face down part isn't working on this. Any suggestions? The other cards that use it do so with activated abilities instead of a triggered ability. I also tried it as
game.addEffect(new BecomesFaceDownCreatureEffect(Duration.Custom, BecomesFaceDownCreatureEffect.FaceDownType.MANUAL), source);

Code: Select all
public class SkittishValesk extends CardImpl {

    public SkittishValesk(UUID ownerId) {
        super(ownerId, 231, "Skittish Valesk", Rarity.UNCOMMON, new CardType[]{CardType.CREATURE}, "{6}{R}");
        this.expansionSetCode = "ONS";
        this.subtype.add("Beast");
        this.power = new MageInt(5);
        this.toughness = new MageInt(5);

        // At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down.
        this.addAbility(new BeginningOfUpkeepTriggeredAbility(Zone.BATTLEFIELD, new SkittishValeskEffect(), TargetController.YOU, false));
       
        // Morph {5}{R}
        this.addAbility(new MorphAbility(this, new ManaCostsImpl("{5}{R}")));
    }

    public SkittishValesk(final SkittishValesk card) {
        super(card);
    }

    @Override
    public SkittishValesk copy() {
        return new SkittishValesk(this);
    }
}

class SkittishValeskEffect extends OneShotEffect {

    public SkittishValeskEffect() {
        super(Outcome.Damage);
        staticText = "flip a coin. If you lose the flip, turn {this} face down";
    }

    public SkittishValeskEffect(SkittishValeskEffect effect) {
        super(effect);
    }

    @Override
    public boolean apply(Game game, Ability source) {
        Player controller = game.getPlayer(source.getControllerId());
        Permanent permanent = game.getPermanent(source.getSourceId());
        if (controller != null && permanent != null) {
            if (controller.flipCoin(game)) {
                return true;
            } else {
                new BecomesFaceDownCreatureEffect(Duration.Custom, BecomesFaceDownCreatureEffect.FaceDownType.MANUAL).apply(game, source);
                return true;
            }
        }
        return false;
    }

    @Override
    public SkittishValeskEffect copy() {
        return new SkittishValeskEffect(this);
    }
}
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Re: Help implementing a card

Postby fireshoes » 30 Nov 2015, 16:19

Also is there a way to use DontUntapAsLongAsSourceTappedEffect() with an untargeted tap effect (TapAllEffect)?
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Re: Help implementing a card

Postby jeffwadsworth » 12 Feb 2016, 21:07

fireshoes wrote:The turn face down part isn't working on this. Any suggestions? The other cards that use it do so with activated abilities instead of a triggered ability. I also tried it as
game.addEffect(new BecomesFaceDownCreatureEffect(Duration.Custom, BecomesFaceDownCreatureEffect.FaceDownType.MANUAL), source);

Code: Select all
public class SkittishValesk extends CardImpl {

    public SkittishValesk(UUID ownerId) {
        super(ownerId, 231, "Skittish Valesk", Rarity.UNCOMMON, new CardType[]{CardType.CREATURE}, "{6}{R}");
        this.expansionSetCode = "ONS";
        this.subtype.add("Beast");
        this.power = new MageInt(5);
        this.toughness = new MageInt(5);

        // At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down.
        this.addAbility(new BeginningOfUpkeepTriggeredAbility(Zone.BATTLEFIELD, new SkittishValeskEffect(), TargetController.YOU, false));
       
        // Morph {5}{R}
        this.addAbility(new MorphAbility(this, new ManaCostsImpl("{5}{R}")));
    }

    public SkittishValesk(final SkittishValesk card) {
        super(card);
    }

    @Override
    public SkittishValesk copy() {
        return new SkittishValesk(this);
    }
}

class SkittishValeskEffect extends OneShotEffect {

    public SkittishValeskEffect() {
        super(Outcome.Damage);
        staticText = "flip a coin. If you lose the flip, turn {this} face down";
    }

    public SkittishValeskEffect(SkittishValeskEffect effect) {
        super(effect);
    }

    @Override
    public boolean apply(Game game, Ability source) {
        Player controller = game.getPlayer(source.getControllerId());
        Permanent permanent = game.getPermanent(source.getSourceId());
        if (controller != null && permanent != null) {
            if (controller.flipCoin(game)) {
                return true;
            } else {
                new BecomesFaceDownCreatureEffect(Duration.Custom, BecomesFaceDownCreatureEffect.FaceDownType.MANUAL).apply(game, source);
                return true;
            }
        }
        return false;
    }

    @Override
    public SkittishValeskEffect copy() {
        return new SkittishValeskEffect(this);
    }
}
Just use this:

Code: Select all
/*
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 *
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 *
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 *        of conditions and the following disclaimer in the documentation and/or other materials
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 *  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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 *  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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 */
package mage.sets.onslaught;

import java.util.UUID;
import mage.MageInt;
import mage.abilities.Ability;
import mage.abilities.common.BeginningOfUpkeepTriggeredAbility;
import mage.abilities.costs.mana.ManaCostsImpl;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.keyword.MorphAbility;
import mage.cards.CardImpl;
import mage.constants.CardType;
import mage.constants.Outcome;
import mage.constants.Rarity;
import mage.constants.TargetController;
import mage.constants.Zone;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.players.Player;

/**
 *
 * @author fireshoes
 */
public class SkittishValesk extends CardImpl {

    public SkittishValesk(UUID ownerId) {
        super(ownerId, 231, "Skittish Valesk", Rarity.UNCOMMON, new CardType[]{CardType.CREATURE}, "{1}");
        this.expansionSetCode = "ONS";
        this.subtype.add("Beast");
        this.power = new MageInt(5);
        this.toughness = new MageInt(5);

        // At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down.
        this.addAbility(new BeginningOfUpkeepTriggeredAbility(Zone.BATTLEFIELD, new SkittishValeskEffect(), TargetController.YOU, false));

        // Morph {5}{R}
        this.addAbility(new MorphAbility(this, new ManaCostsImpl("{5}{R}")));
    }

    public SkittishValesk(final SkittishValesk card) {
        super(card);
    }

    @Override
    public SkittishValesk copy() {
        return new SkittishValesk(this);
    }
}

class SkittishValeskEffect extends OneShotEffect {

    public SkittishValeskEffect() {
        super(Outcome.Damage);
        staticText = "flip a coin. If you lose the flip, turn {this} face down";
    }

    public SkittishValeskEffect(SkittishValeskEffect effect) {
        super(effect);
    }

    @Override
    public boolean apply(Game game, Ability source) {
        Player controller = game.getPlayer(source.getControllerId());
        Permanent permanent = game.getPermanent(source.getSourceId());
        if (controller != null
                && permanent != null
                && !controller.flipCoin(game)) {
            return permanent.turnFaceDown(game, source.getControllerId());
        }
        return false;
    }

    @Override
    public SkittishValeskEffect copy() {
        return new SkittishValeskEffect(this);
    }
}
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