Altering equip cost
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Altering equip cost
by tengumai » 27 Aug 2011, 18:24
Hi all. I recently started using Forge, and wow, I'm impressed. Congratulations.
I thought I'd dip my toe into Forge development by scripting a card that I like - the Puresteel Paladin. But perhaps I chose poorly, because I've been struggling to figure out how to change the equip cost for other cards.
Here's what I've got so far. I'm currently using AddKeyword$ eqPump 0. I see that this keyword is being added to the card when It's supposed to, but it's not altering the equip cost.
Let me know if I'm headed in the wrong direction.
Thanks,
Tengu
I thought I'd dip my toe into Forge development by scripting a card that I like - the Puresteel Paladin. But perhaps I chose poorly, because I've been struggling to figure out how to change the equip cost for other cards.
Here's what I've got so far. I'm currently using AddKeyword$ eqPump 0. I see that this keyword is being added to the card when It's supposed to, but it's not altering the equip cost.
Let me know if I'm headed in the wrong direction.
Thanks,
Tengu
- Code: Select all
Name:Puresteel Paladin
ManaCost:W W
Types:Creature Human Knight
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Equipment.YouCtrl | OptionalDecider$ You | TriggerZones$ Battlefield | Execute$ TrigDraw | TriggerDescription$ Whenever an Equipment enters the battlefield under your control, you may draw a card.
SVar:TrigDraw:AB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
S:Mode$ Continuous | Affected$ Equipment.YouCtrl | AddKeyword$ eqPump 0 | Metalcraft$ True | Description$ Metalcraft - Equipment you control have equip 0 as long as you control three or more artifacts.
SVar:Rarity:Rare
SVar:Picture:http://magiccards.info/scans/en/nph/20.jpg
SetInfo:NPH|Rare|http://magiccards.info/scans/en/nph/20.jpg
End
Re: Altering equip cost
by Hellfish » 27 Aug 2011, 18:36
Hi, welcome to the forum! 
The problem is that the eqPump keyword acts more like a flag that is processed when the card script file is first read. So adding the flag to a card,after cards have been read and processed, won't do anything. I'd need to read up on the equipment code quite a bit to be of any actual help,though, sorry.

The problem is that the eqPump keyword acts more like a flag that is processed when the card script file is first read. So adding the flag to a card,after cards have been read and processed, won't do anything. I'd need to read up on the equipment code quite a bit to be of any actual help,though, sorry.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Altering equip cost
by friarsol » 27 Aug 2011, 19:29
The way this would need to occur is with the new Attach AF which isn't ready to work with Equipment, but the manner in which the script would be written is similar to what you thought might work above.
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Re: Altering equip cost
by tengumai » 28 Aug 2011, 14:16
OK guys, thanks for the feedback. Perhaps I'll dig a little deeper into the new Attach AbilityFactory, or perhaps I'll turn my attentions elsewhere.
Tengu
Tengu
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