Card Development Questions
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Re: Card Development Questions
by friarsol » 27 Jan 2011, 03:45
You can't link it? Did you try doing
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Re: Card Development Questions
by lazylockie » 27 Jan 2011, 04:34
Thanks sol and jeff. I'm gonna post the full card on Card contributions topic.
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Re: Card Development Questions
by jeffwadsworth » 27 Jan 2011, 04:37
Hehe, yeah Sol beat me to it. I will post your contribution soon.lazylockie wrote:Thanks sol and jeff. I'm gonna post the full card on Card contributions topic.
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Re: Card Development Questions
by Jaedayr » 27 Jan 2011, 19:25
r5817
I put together the following but when I tested it with one goblin on the battlefield and attacking, it triggered eight times. Should this work or am I improperly trying to use the trigger?
I put together the following but when I tested it with one goblin on the battlefield and attacking, it triggered eight times. Should this work or am I improperly trying to use the trigger?

- Code: Select all
Name:Cabal Slaver
ManaCost:2 B
Types:Creature Human Cleric
Text:no text
PT:2/1
T:Mode$ DamageDone | ValidSource$ Card.Goblin | ValidTarget$ Opponent | Execute$ TrigDiscard | TriggerDescription$ Whenever a Goblin deals combat damage to a player, that player discards a card.
SVar:TrigDiscard:AB$Discard | Cost$ 0 | Defined$ Opponent | NumCards$ 1 | Mode$ TgtChoose
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/cabal_slaver.jpg
SetInfo:ONS|Uncommon|http://magiccards.info/scans/en/on/131.jpg
End
Re: Card Development Questions
by friarsol » 27 Jan 2011, 19:54
This seems wrong for a handful of reasons.
The first two are simple: I don't see a TriggerZone (which multiple triggers is a major symptom of) and the other is this is Combat damage so it needs the CombatDamage$ True flag.
Since the Slaver also triggers for when Goblins deals combat damage to you, there needs to be a secondary Trigger that handles when Combat Damage is dealt to you.
The first two are simple: I don't see a TriggerZone (which multiple triggers is a major symptom of) and the other is this is Combat damage so it needs the CombatDamage$ True flag.
Since the Slaver also triggers for when Goblins deals combat damage to you, there needs to be a secondary Trigger that handles when Combat Damage is dealt to you.
- Code: Select all
T:Mode$ DamageDone | ValidSource$ Card.Goblin | ValidTarget$ Opponent | TriggerZones$ Battlefield | CombatDamage$ True | Execute$ TrigDiscardOpp | TriggerDescription$ Whenever a Goblin deals combat damage to a player, that player discards a card.
SVar:TrigDiscardOpp:AB$Discard | Cost$ 0 | Defined$ Opponent | NumCards$ 1 | Mode$ TgtChoose
T:Mode$ DamageDone | ValidSource$ Card.Goblin | ValidTarget$ You | TriggerZones$ Battlefield | CombatDamage$ True | Execute$ TrigDiscardYou | Secondary$ True
SVar:TrigDiscardYou:AB$Discard | Cost$ 0 | Defined$ You | NumCards$ 1 | Mode$ TgtChoose
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Re: Card Development Questions
by Jaedayr » 27 Jan 2011, 21:11
Thank you Sol! It appears to work when the player uses it as well as when the AI uses it.friarsol wrote:This seems wrong for a handful of reasons.
The first two are simple: I don't see a TriggerZone (which multiple triggers is a major symptom of) and the other is this is Combat damage so it needs the CombatDamage$ True flag.
Since the Slaver also triggers for when Goblins deals combat damage to you, there needs to be a secondary Trigger that handles when Combat Damage is dealt to you.
Re: Card Development Questions
by lazylockie » 28 Jan 2011, 00:42
Anyone thought about implementing Rebound (Staggershock) using triggers? The template is similar to Arc Blade, suspending with 1 counter after cast. The only problem: is there a variable to tell if the card was cast from hand?
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Re: Card Development Questions
by jeffwadsworth » 28 Jan 2011, 02:47
Hmmm, this card appears to be fine, but it does not work. It allows you to pay the U U, but does not allow you to choose your target permanent(s). The card was scripted by jhhh.
- Code: Select all
Name:Reality Spasm
ManaCost:X U U
Types:Instant
Text:no text
A:SP$Tap | Cost$ X U U | TargetMin$ 0 | TargetMax$ X | ValidTgts$ Permanent | TgtPrompt$ Select target permanents | SpellDescription$ Choose one - Tap X target permanents;
A:SP$Untap | Cost$ X U U | TargetMin$ 0 | TargetMax$ X | ValidTgts$ Permanent | TgtPrompt$ Select target permanents | SpellDescription$ or untap X target permanents.
# It may seem wrong to not use X in the target, but since the Targets are what defines X, it's redundant (and not supported by the code)
SVar:X:Targeted$Amount
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/reality_spasm.jpg
End
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Re: Card Development Questions
by friarsol » 28 Jan 2011, 03:47
Hmmm... Probably has to do with how targeting and payment is handled right now. Hellfish and I will take a look at in the next coding cycle to see if we can streamline things.jeffwadsworth wrote:Hmmm, this card appears to be fine, but it does not work. It allows you to pay the U U, but does not allow you to choose your target permanent(s). The card was scripted by jhhh.
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Re: Card Development Questions
by SoulStorm » 28 Jan 2011, 13:01
Can Blood Clock be done? I'm fine with the upkeep trigger and change zone but I don't know what to do with the unless pays life part. I've only seen an UnlessCost$ for SP$ Counter and that seems to only be used for mana costs.
Also, I've been away for a few weeks, has there been a recent change that would prevent pictures from showing up in game? I have Sangromancer ready to commit. The card works fine. However, I've placed the picture in the pics folder, verified the name in both the pics and the cardsfolder multiple times, but the picture still doesn't show up in game.
Also, I've been away for a few weeks, has there been a recent change that would prevent pictures from showing up in game? I have Sangromancer ready to commit. The card works fine. However, I've placed the picture in the pics folder, verified the name in both the pics and the cardsfolder multiple times, but the picture still doesn't show up in game.
Re: Card Development Questions
by slapshot5 » 28 Jan 2011, 15:25
The Sangromancer pic is available at:SoulStorm wrote:Also, I've been away for a few weeks, has there been a recent change that would prevent pictures from showing up in game? I have Sangromancer ready to commit. The card works fine. However, I've placed the picture in the pics folder, verified the name in both the pics and the cardsfolder multiple times, but the picture still doesn't show up in game.
http://www.wizards.com/global/images/magic/general/sangromancer.jpg
However, I think the concensus is to hold off checking in Mirrodin: Besieged stuff until Wizards officially releases it on Feb 4.
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Re: Card Development Questions
by SoulStorm » 28 Jan 2011, 15:35
Yeah, I have the picture, it just doesn't show up in game for some reason. Also, didn't know about not adding cards from the new set. Sorry about that. Any particular reason for waiting?
Re: Card Development Questions
by friarsol » 28 Jan 2011, 15:46
SoulStorm, cards now require SetInfo before their picture will properly show up in the game.
I just updated the SetInfoScript to handle MBS cards, so the next time it gets run for all the cards it will show up fine.
We were mostly waiting for magiccards.info to have the cards up so this whole problem of not having pictures, and general confusion wouldn't occur. But now that we've already had confusion and the Script is now functional, I don't see any reason to wait now.
I just updated the SetInfoScript to handle MBS cards, so the next time it gets run for all the cards it will show up fine.
We were mostly waiting for magiccards.info to have the cards up so this whole problem of not having pictures, and general confusion wouldn't occur. But now that we've already had confusion and the Script is now functional, I don't see any reason to wait now.
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Re: Card Development Questions
by SoulStorm » 28 Jan 2011, 15:59
LOL, thanks! Hey anytime you need an infusion of chaos just give me a call and I'll see what I can do! 

Re: Card Development Questions
by Chris H. » 28 Jan 2011, 16:12
I am planning to use rev 5853 for this weekend's beta. The following beta can include the new Mirrodin: Besieged cards. 

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