Altering equip cost
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Altering equip cost
 by tengumai » 27 Aug 2011, 18:24
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
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
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
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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