Custom Card Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Custom Card Thread
by correioalternativo » 09 Apr 2016, 03:18
Negation Rite: add "you draw a card".edessa wrote:As always your opinions are useful. Thanks to all.
Mystic Temple: annoying . Add " : add to your mana pool ".
Leonin Temple: it is weak if compared to your other lands. Give 5 life.
Potence (or Potency?) Crystal: dangerous, it is too cheap to copy any spell at any time.
-
correioalternativo - Posts: 279
- Joined: 23 Jul 2012, 12:01
- Has thanked: 255 times
- Been thanked: 23 times
Re: Custom Card Thread
by Athanasios » 10 Apr 2016, 20:59
If someone could shine some light on this, that would be very appreciated - I'm trying to do an effect along these lines:
"Put two tokens onto the battlefield.
If you control at least one permanent and all permanents you control share a color with this card, put four tokens onto the battlefield instead." -
Much like Spell Mastery, though there are no spell mastery cards that are close enough (for my expertise) to mirror successfully onto a card.
Additionally, I tried to use Predator's Howl, but the Count$ simply say "Count$Morbid.3.1" - Where are ability words defined for the game?
I also happened upon a rather old card - Zealots en-Dal - though attempts to use it in my scripting has been less than successful.
"Put two tokens onto the battlefield.
If you control at least one permanent and all permanents you control share a color with this card, put four tokens onto the battlefield instead." -
Much like Spell Mastery, though there are no spell mastery cards that are close enough (for my expertise) to mirror successfully onto a card.
Additionally, I tried to use Predator's Howl, but the Count$ simply say "Count$Morbid.3.1" - Where are ability words defined for the game?
I also happened upon a rather old card - Zealots en-Dal - though attempts to use it in my scripting has been less than successful.
- Athanasios
- Posts: 16
- Joined: 29 Sep 2015, 07:01
- Has thanked: 2 times
- Been thanked: 1 time
Re: Custom Card Thread
by amuseum » 10 Apr 2016, 23:55
Name:Water Whirled
ManaCost:1 U
Types:Sorcery Arcane
A:SP$ ChangeZone | Cost$ 1 U Return<1/Creature.YouCtrl.powerGEX> | TargetMin$ 0 | TargetMax$ MaxTgts | Origin$ Battlefield | Destination$ Hand | ValidTgts$ Creature | TgtPrompt$ Select target creature | References$ X,MaxTgts | SpellDescription$ Return X target creatures to their owners' hands.
SVar:X:Targeted$Amount
SVar:MaxTgts:Count$Valid Creature
SVar:RemAIDeck:True
Oracle:As additional cost to cast Water Whirled, return a creature you control with power equal to or greater than X to its owner's hands.\nReturn X target creatures to their owners' hands.
The only problem is Forge doesn't seem to check the power of the creature that's part of the additional cost. You can return any creature you control.
cf. AEther Tide
ManaCost:1 U
Types:Sorcery Arcane
A:SP$ ChangeZone | Cost$ 1 U Return<1/Creature.YouCtrl.powerGEX> | TargetMin$ 0 | TargetMax$ MaxTgts | Origin$ Battlefield | Destination$ Hand | ValidTgts$ Creature | TgtPrompt$ Select target creature | References$ X,MaxTgts | SpellDescription$ Return X target creatures to their owners' hands.
SVar:X:Targeted$Amount
SVar:MaxTgts:Count$Valid Creature
SVar:RemAIDeck:True
Oracle:As additional cost to cast Water Whirled, return a creature you control with power equal to or greater than X to its owner's hands.\nReturn X target creatures to their owners' hands.
The only problem is Forge doesn't seem to check the power of the creature that's part of the additional cost. You can return any creature you control.
cf. AEther Tide
- amuseum
- Posts: 14
- Joined: 05 Feb 2012, 02:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: Custom Card Thread
by friarsol » 11 Apr 2016, 02:58
This part of the script is wrong, it should be: Creature.YouCtrl+powerGEXamuseum wrote:Return<1/Creature.YouCtrl.powerGEX>
The only problem is Forge doesn't seem to check the power of the creature that's part of the additional cost. You can return any creature you control.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Custom Card Thread
by Marek14 » 11 Apr 2016, 06:16
That won't work the way you want unless you specify NONLAND permanents.Athanasios wrote:If someone could shine some light on this, that would be very appreciated - I'm trying to do an effect along these lines:
"Put two tokens onto the battlefield.
If you control at least one permanent and all permanents you control share a color with this card, put four tokens onto the battlefield instead."
Re: Custom Card Thread
by Athanasios » 11 Apr 2016, 11:40
Ah, good point.Marek14 wrote:That won't work the way you want unless you specify NONLAND permanents.Athanasios wrote:If someone could shine some light on this, that would be very appreciated - I'm trying to do an effect along these lines:
"Put two tokens onto the battlefield.
If you control at least one permanent and all permanents you control share a color with this card, put four tokens onto the battlefield instead."
I'm still not sure how to make it work in the first place, though :p
- Athanasios
- Posts: 16
- Joined: 29 Sep 2015, 07:01
- Has thanked: 2 times
- Been thanked: 1 time
Re: Custom Card Thread
by friarsol » 11 Apr 2016, 13:56
I'd typically recommend two conditionals, one checking the "false" part of the conditional (2 tokens) and one checking the true part (4 tokens), but your check is kinda awkward and complex. For 2 tokens, you need to either have 0 nonland permanents or at least 1 nonland permanent that doesn't match in color. Forge's conditional system isn't great at handling ors, it's more of an "and" system. "Does it pass this conditional and this conditional and this conditional..."Athanasios wrote:I'm still not sure how to make it work in the first place, though :p
So for that case I'd recommend just a 2 token ability, chained into a conditional 2 token ability.
- Code: Select all
A:SP$ Token | Cost$ 3 G | TokenAmount$ 2 | TokenName$ Wolf | TokenTypes$ Creature,Wolf | TokenColors$ Green | TokenPower$ 2 | TokenToughness$ 2 | TokenOwner$ You | SubAbility$ DBColorCheck | SpellDescription$ Put 2 2/2 green Wolf creature token onto the battlefield. If you control at least one nonland permanent and all nonland permanents you control share a color with CARDNAME, put 4 tokens in play instead.
SVar:DBColorCheck:DB$ Token | TokenAmount$ 2 | TokenName$ Wolf | TokenTypes$ Creature,Wolf | TokenColors$ Green | TokenPower$ 2 | TokenToughness$ 2 | TokenOwner$ You | ConditionPresent$ Permanent.nonLand+YouCtrl | ConditionCompare$ GE1 | ConditionCheckSVar$ X | ConditionCheckSVar$ EQ0
SVar:X:Count$Valid Permanent.nonLand/Minus.Y
SVar:Y:Count$Valid Permanent.nonLand+SharesColorWith
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Custom Card Thread
by Athanasios » 11 Apr 2016, 16:28
I fiddled around with the code you gave me, but I can't seem make it work - It spawns two tokens no matter what, tried a dozen of different scenarios, and I'm quite unsure where to go from here - I checked the code for errors several times, but whatever is disrupting the process remains uncoveredfriarsol wrote:I'd typically recommend two conditionals, one checking the "false" part of the conditional (2 tokens) and one checking the true part (4 tokens), but your check is kinda awkward and complex. For 2 tokens, you need to either have 0 nonland permanents or at least 1 nonland permanent that doesn't match in color. Forge's conditional system isn't great at handling ors, it's more of an "and" system. "Does it pass this conditional and this conditional and this conditional..."
So for that case I'd recommend just a 2 token ability, chained into a conditional 2 token ability.
Alternatively, you can take the second effect wholesale, add a "RememberTokens" parameter, and then have the first effect with a conditional if 0 cards have been remembered. (And then cleanup the remembered mapping). Which would give you the same net result.
- Athanasios
- Posts: 16
- Joined: 29 Sep 2015, 07:01
- Has thanked: 2 times
- Been thanked: 1 time
Re: Custom Card Thread
by amuseum » 12 Apr 2016, 02:41
I tried that too. I even tried just Creature.powerGEX, but the game doesn't seem to make the check as part of the cost requirement.friarsol wrote:This part of the script is wrong, it should be: Creature.YouCtrl+powerGEXamuseum wrote:Return<1/Creature.YouCtrl.powerGEX>
The only problem is Forge doesn't seem to check the power of the creature that's part of the additional cost. You can return any creature you control.
- amuseum
- Posts: 14
- Joined: 05 Feb 2012, 02:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: Custom Card Thread
by friarsol » 12 Apr 2016, 03:15
Certain things aren't available in the costs, but .property.property is definitely invalid syntax.amuseum wrote:I tried that too. I even tried just Creature.powerGEX, but the game doesn't seem to make the check as part of the cost requirement.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Custom Card Thread
by edessa » 12 Apr 2016, 05:22
Final 20 cards. I will wait your suggestions, thanks.
Re: Custom Card Thread
by edessa » 12 Apr 2016, 05:27
At this time my fourth set is 100% spoiled and 35% scripted. I believe that at the end of the week I will upload it. Thanks to all.
Re: Custom Card Thread
by correioalternativo » 13 Apr 2016, 02:09
Savage Butcher: useful.edessa wrote:At this time my fourth set is 100% spoiled and 35% scripted. I believe that at the end of the week I will upload it. Thanks to all.
Rune Destruction: change the card to "choose one or more:".
Silversteel Medallion: remove "tapped".
Tundra Marauder: this card make me see Unity is similar to Landfall, e.g. Grazing Gladehart. Creaturefall
Transportation Gate: interesting.
Whitefang Warrior: I like regeneration for no mana, e.g. Mischievous Poltergeist. For combo purposes, write a card "whenever a permanent regenerates, you gain 2 life".
Water Blast: the name, the pic and the effect are blue.
Underground Entrance: I remember these dual lands, they are very good.
-
correioalternativo - Posts: 279
- Joined: 23 Jul 2012, 12:01
- Has thanked: 255 times
- Been thanked: 23 times
Who is online
Users browsing this forum: No registered users and 201 guests