Card Contributions
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Re: Card Contributions
by Marek14 » 18 Jul 2013, 05:48
The way the card is written, it should trigger once for the entire combat.
Re: Card Contributions
by moomarc » 18 Jul 2013, 06:25
Thanks Marek. That's what I thought but wanted to check with those more rules-savvy than myself.Marek14 wrote:The way the card is written, it should trigger once for the entire combat.
EDIT: Tide of War added r22607. Fun card - it saved me in a few desperate end game situations, but screwed me over a few other times. It was particularly fun though in free-for-all in Planechase with ai attacking each other and me winning whatever the coin flip outcome

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Re: Card Contributions
by moomarc » 18 Jul 2013, 07:36
Another rules question: would a Spatial Binding targeting Teferi's Honor Guard prevent you from activating the guard's ability or simply stop it from resolving?
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Re: Card Contributions
by Sloth » 18 Jul 2013, 09:45
It would stop it from resolving, you can still activate it.moomarc wrote:Another rules question: would a Spatial Binding targeting Teferi's Honor Guard prevent you from activating the guard's ability or simply stop it from resolving?
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Re: Card Contributions
by moomarc » 18 Jul 2013, 10:02
Excellent. Then I don't need to change anything - committed version works that way.Sloth wrote:It would stop it from resolving, you can still activate it.moomarc wrote:Another rules question: would a Spatial Binding targeting Teferi's Honor Guard prevent you from activating the guard's ability or simply stop it from resolving?
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Re: Card Contributions
by friarsol » 18 Jul 2013, 12:09
I minor difference: it still allows it to resolve, it just won't do anything when it resolves.Sloth wrote:It would stop it from resolving, you can still activate it.moomarc wrote:Another rules question: would a Spatial Binding targeting Teferi's Honor Guard prevent you from activating the guard's ability or simply stop it from resolving?
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Re: Card Contributions
by moomarc » 18 Jul 2013, 14:14
Still no problem. That part was handled by yourself when you implemented phasing (I assume so at least, no other cards use the keyword but it was there already). I was just making sure I didn't need to add anything else.friarsol wrote:I minor difference: it still allows it to resolve, it just won't do anything when it resolves.Sloth wrote:It would stop it from resolving, you can still activate it.moomarc wrote:Another rules question: would a Spatial Binding targeting Teferi's Honor Guard prevent you from activating the guard's ability or simply stop it from resolving?
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Re: Card Contributions
by Marek14 » 18 Jul 2013, 15:32
Does Spatial Binding work correctly with Auras? Situation: You have a creature with phasing, enchanted with an Aura. When you use Spatial Binding to stop the Aura from phasing out, then the creature phases out, the Aura is forbidden from phasing out indirectly, remains on the battlefield attached to illegal permanent and ends up in the graveyard when SBEs are checked.
Also, if you have Spatial Binding, you might want to give Ertai's Familiar a look as well...
Also, if you have Spatial Binding, you might want to give Ertai's Familiar a look as well...
Re: Card Contributions
by friarsol » 18 Jul 2013, 15:54
I don't believe we have a Phasing In/Out trigger yet.Marek14 wrote:Also, if you have Spatial Binding, you might want to give Ertai's Familiar a look as well...
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Re: Card Contributions
by moomarc » 18 Jul 2013, 16:20
The interaction with Spatial Merging and indirect phasing of auras, equipment and fortifications is implemented and handled correctly.
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Re: Card Contributions
by moomarc » 19 Jul 2013, 09:29
I've scripted Drench the Soil in Their Blood (basically a Relentless Assault) but have one question that I can't find an answer for in the comprehensive rules or anywhere else I've looked. Does the extra main phase count as a pre-combat main phase or not? If it does, it would result in an additional scheme being set in motion when that phase starts (505.3: ...it‘s the [Archenemy]‘s precombat main phase, the active player sets the top card of his or her scheme deck in motion). This is how it currently works, but I just want to make sure before I commit the script.
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Re: Card Contributions
by friarsol » 19 Jul 2013, 12:20
It technically should count as a postcombat main phase. Only the first main phase of a turn should be pre-combat.moomarc wrote:I've scripted Drench the Soil in Their Blood (basically a Relentless Assault) but have one question that I can't find an answer for in the comprehensive rules or anywhere else I've looked. Does the extra main phase count as a pre-combat main phase or not? If it does, it would result in an additional scheme being set in motion when that phase starts (505.3: ...it‘s the [Archenemy]‘s precombat main phase, the active player sets the top card of his or her scheme deck in motion). This is how it currently works, but I just want to make sure before I commit the script.
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Re: Card Contributions
by moomarc » 19 Jul 2013, 15:06
Thanks Sol. I'll see if I can get it working.
Anyway, onto the next thing. For the scheme, Choose Your Champion, I added some AILogic to support it that does a basic evaluation of the board state to help choose who would be the best player to choose. The code is in ComputerUtil.evaluateBoardState(List<Player>) and does a basic evaluation based on player life, lands in play, card evaluations and then a final check to make sure the player doesn't have fewer than 5 cards in his library. At the moment it is only used for that AILogic check, but I think it could probably be used elsewhere, like helping the AI choose which player to attack in free-for-alls etc. So if you have any ideas and can point me to where it would be useful, let me know. The weighting probably needs to be adjusted as well, but I could definitely use some help there. In my few tests it seems to work well enough though.
Anyway, onto the next thing. For the scheme, Choose Your Champion, I added some AILogic to support it that does a basic evaluation of the board state to help choose who would be the best player to choose. The code is in ComputerUtil.evaluateBoardState(List<Player>) and does a basic evaluation based on player life, lands in play, card evaluations and then a final check to make sure the player doesn't have fewer than 5 cards in his library. At the moment it is only used for that AILogic check, but I think it could probably be used elsewhere, like helping the AI choose which player to attack in free-for-alls etc. So if you have any ideas and can point me to where it would be useful, let me know. The weighting probably needs to be adjusted as well, but I could definitely use some help there. In my few tests it seems to work well enough though.
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Re: Card Contributions
by swordshine » 09 Aug 2013, 11:38
- Caller of the Hunt | Open
- Code: Select all
Name:Caller of the Hunt
ManaCost:2 G
Types:Creature Human
Text:As an additional cost to cast CARDNAME, choose a creature type.
S:Mode$ Continuous | EffectZone$ All | CharacteristicDefining$ True | SetPower$ X | SetToughness$ X | Description$ CARDNAME's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
SVar:X:Count$Valid Creature.ChosenType
A:SP$ PermanentCreature | Cost$ 2 G | AnnounceType$ CreatureType
SVar:Picture:http://www.wizards.com/global/images/magic/general/caller_of_the_hunt.jpg
Oracle:As an additional cost to cast Caller of the Hunt, choose a creature type.\nCaller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Re: Card Contributions
by Marek14 » 21 Jan 2014, 10:54
I was thinking about Ghostly Flame.
The way to implement it might be to give cards a new property, damage color. This is normally equal to color, but Ghostly Flame would modify it (Ghostly Flame only affects spells and permanents, so not things like damage from cycling ability of Gempalm Incinerator).
This would then require anything that cares about a color of damage source to use damage color instead.
So I made a list by searching through card list for "damage" and only filtering out relevant effects.
This would affect the protection ability (from color, from all colors, from monocolored/multicolored and from colored spells) and the following cards (I think, not sure if things like Chandra's Phoenix are actually affected):
Akki Lavarunner
Burrenton Forge-Tender
Chandra's Phoenix
Chromatic Armor
Circle of Affliction
Circle of Protection: Black
Circle of Protection: Blue
Circle of Protection: Green
Circle of Protection: Red
Circle of Protection: White
Fire Servant
Greater Realm of Preservation
Harsh Judgment
Honorable Passage
Justice
Luminesce
Mangara's Equity
Mourner's Shield
Penance
Pilgrim of Justice
Pilgrim of Virtue
Prismatic Circle
Prismatic Strands
Prismatic Ward
Protective Sphere
Pyromancer's Gauntlet
Radiant Kavu
Rune of Protection: Black
Rune of Protection: Blue
Rune of Protection: Green
Rune of Protection: Red
Rune of Protection: White
Samite Ministration
Shadowbane
Sphere of Duty
Sphere of Grace
Sphere of Law
Sphere of Reason
Sphere of Truth
Story Circle
Suffocation
Sulfuric Vapors
Undergrowth
Well-Laid Plans
This should be all of them.
The way to implement it might be to give cards a new property, damage color. This is normally equal to color, but Ghostly Flame would modify it (Ghostly Flame only affects spells and permanents, so not things like damage from cycling ability of Gempalm Incinerator).
This would then require anything that cares about a color of damage source to use damage color instead.
So I made a list by searching through card list for "damage" and only filtering out relevant effects.
This would affect the protection ability (from color, from all colors, from monocolored/multicolored and from colored spells) and the following cards (I think, not sure if things like Chandra's Phoenix are actually affected):
Akki Lavarunner
Burrenton Forge-Tender
Chandra's Phoenix
Chromatic Armor
Circle of Affliction
Circle of Protection: Black
Circle of Protection: Blue
Circle of Protection: Green
Circle of Protection: Red
Circle of Protection: White
Fire Servant
Greater Realm of Preservation
Harsh Judgment
Honorable Passage
Justice
Luminesce
Mangara's Equity
Mourner's Shield
Penance
Pilgrim of Justice
Pilgrim of Virtue
Prismatic Circle
Prismatic Strands
Prismatic Ward
Protective Sphere
Pyromancer's Gauntlet
Radiant Kavu
Rune of Protection: Black
Rune of Protection: Blue
Rune of Protection: Green
Rune of Protection: Red
Rune of Protection: White
Samite Ministration
Shadowbane
Sphere of Duty
Sphere of Grace
Sphere of Law
Sphere of Reason
Sphere of Truth
Story Circle
Suffocation
Sulfuric Vapors
Undergrowth
Well-Laid Plans
This should be all of them.
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