Card Development Questions
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Card Development Questions
by slapshot5 » 28 Jan 2011, 16:53
Does SetInfo handle reprints? For example, Divine Offering will already have SetInfo text, but will need to be updated for MBS.friarsol wrote: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.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: Card Development Questions
by friarsol » 28 Jan 2011, 17:14
Nope. I was trying not to run thousands of queries against the servers everytime it ran. I have a script lying around somewhere that handles Reprints that I wrote up when I had some issues with Portal cards having incorrect information. Not sure what state it's in. I'll fix it up and run it for the reprints.slapshot5 wrote:Does SetInfo handle reprints? For example, Divine Offering will already have SetInfo text, but will need to be updated for MBS.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Card Development Questions
by jeffwadsworth » 28 Jan 2011, 17:51
Yeehaw.Chris H. wrote:I am planning to use rev 5853 for this weekend's beta. The following beta can include the new Mirrodin: Besieged cards.
- jeffwadsworth
- Super Tester Elite
- Posts: 1172
- Joined: 20 Oct 2010, 04:47
- Location: USA
- Has thanked: 287 times
- Been thanked: 70 times
Re: Card Development Questions
by lazylockie » 28 Jan 2011, 18:14
I guess this would be the code for battle cry:
)
Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
- Code: Select all
T:Mode$ Attacks | ValidCard$ Card.Self | Execute$ TrigPumpAll | TriggerZone$ Battlefield | TriggerDescription$ Whenever CARDNAME attacks, other attacking creatures get +1/+0.
SVar:TrigPumpAll:AB$PumpAll | Cost$ 0 | ValidCards$ Creature.attacking+YouCtrl+Other | NumAtt$ +1 | NumDef$ 0

Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: Card Development Questions
by friarsol » 28 Jan 2011, 18:20
Just chain SubAbilities.lazylockie wrote:Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
- Code: Select all
AB$MainAbility | DoStuff$ True | SubAbility$ SVar=DBA
DB$SubAbility | DoStuff$ True | SubAbility$ SVar=DBB
DB$SubAbility | DoStuff$ True
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Card Development Questions
by lazylockie » 28 Jan 2011, 19:00
Thanks sol. I thought about this way, but I didn't know if the code would support itfriarsol wrote:Just chain SubAbilities.lazylockie wrote:Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?You get the idea?
- Code: Select all
AB$MainAbility | DoStuff$ True | SubAbility$ SVar=DBA
DB$SubAbility | DoStuff$ True | SubAbility$ SVar=DBB
DB$SubAbility | DoStuff$ True
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: Card Development Questions
by Hellfish » 28 Jan 2011, 19:20
I was thinking of making the keyword simply be shorthand for what you have there, since that *is* a keyboardful. Granted, there's only 7 Battle cry-cards but still, there may be more.lazylockie wrote:I guess this would be the code for battle cry:I don't know if you guys are going to make it a keyword, so I won't submit any battle cry card for now (though I'll code them for myself
- Code: Select all
T:Mode$ Attacks | ValidCard$ Card.Self | Execute$ TrigPumpAll | TriggerZone$ Battlefield | TriggerDescription$ Whenever CARDNAME attacks, other attacking creatures get +1/+0.
SVar:TrigPumpAll:AB$PumpAll | Cost$ 0 | ValidCards$ Creature.attacking+YouCtrl+Other | NumAtt$ +1 | NumDef$ 0)
Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
EDIT:Then again, that's a bit unnecessary. It's just a matter of copy-pasting. My vote is use your snippet.
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
-
Hellfish - Programmer
- Posts: 1297
- Joined: 07 Jun 2009, 10:41
- Location: South of the Pumphouse
- Has thanked: 110 times
- Been thanked: 169 times
Re: Card Development Questions
by friarsol » 28 Jan 2011, 19:24
The only suggestion I'd make is to make the Description: Battle Cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) But I'm fine with making this just triggers. Depending on what happens in the future we may need to write some keywords for it.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Card Development Questions
by lazylockie » 29 Jan 2011, 02:08
So I've been toying with Guul Draz Assassin and Kazandu Tuskcaller, but it isn't working as expected
The problem is that AB$Pump can't interpret ValidCards$ (and it really doesn't make much sense). So, for now both can't be coded via triggers right? Or am I missing something?Name:Guul Draz Assassin
ManaCost:B
Types:Creature Vampire Assassin
Text:no text
PT:1/1
K:stSetPT:1:1:LevelGE2:2:2:LevelGE4:4:4:LEVEL 2-3 2/2 LEVEL 4+ 4/4
K:Level up:1 B
K:maxLevel:4
A:AB$ Pump | Cost$ B T | Tgt$ TgtC | ValidCards$ Creature.countersGE4LEVEL+Self | NumAtk$ -4 | NumDef$ -4 | SpellDescription$ Target creature gets -4/-4 until end of turn
A:AB$ Pump | Cost$ B T | Tgt$ TgtC | ValidCards$ Creature.countersGE2LEVEL+countersLE3LEVEL+Self | NumAtk$ -2 | NumDef$ -2 | SpellDescription$ Target creature gets -2/-2 until end of turn
SVar:X:Number$4
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/guul_draz_assassin.jpg
SetInfo:ROE|Rare|http://magiccards.info/scans/en/roe/112.jpg
End
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: Card Development Questions
by friarsol » 29 Jan 2011, 02:11
ValidCards isn't used in AFs at all. IsPresent would be used here. However, these ability are static effects that grant Activated Abilities so while it might be functionally similar it would still need to be tweaked again later.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Card Development Questions
by jeffwadsworth » 29 Jan 2011, 17:55
Does anyone see any issues with this card by jhhh? I removed all references to Bloodghast in the code. The trigger occurs, but the card is not moved to the battlefield.
- Code: Select all
Name:Bloodghast
ManaCost:B B
Types:Creature Vampire Spirit
Text:no text
PT:2/1
K:CARDNAME can't block.
K:stPumpSelf:Creature:0/0/Haste:OppLifeLE/10:CARDNAME has haste as long as an opponent has 10 or less life.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Land.YouCtrl | Optional$ True | TriggerZones$ Graveyard | Execute$ TrigChange | TriggerDescription$ Landfall - Whenever a land enters the battlefield under your control, you may return CARDNAME from your graveyard to the battlefield.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Graveyard | Destination$ Battlefield | Defined$ Self
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/bloodghast.jpg
End
- jeffwadsworth
- Super Tester Elite
- Posts: 1172
- Joined: 20 Oct 2010, 04:47
- Location: USA
- Has thanked: 287 times
- Been thanked: 70 times
Re: Card Development Questions
by friarsol » 29 Jan 2011, 19:59
Just submitted a working version. I think Defined$ Self was causing the issue. I just removed it, I'll take a look tonight and see what the deal is.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Card Development Questions
by Jaedayr » 29 Jan 2011, 20:45
AI just cast Echoing Decay on Pegasus Charger and put one of mine and two of it's own in the graveyard. Should it be flagged?
- Code: Select all
SVar:RemAIDeck:True
Re: Card Development Questions
by Sloth » 29 Jan 2011, 22:46
I just changed it. Thanks for reporting Jaedayr.Jaedayr wrote:AI just cast Echoing Decay on Pegasus Charger and put one of mine and two of it's own in the graveyard. Should it be flagged?Also why does Steel Wall have the same restriction?
- Code: Select all
SVar:RemAIDeck:True
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Card Development Questions
by jeffwadsworth » 30 Jan 2011, 01:55
Is Soul Foundry scriptable with the Remembered method? My attempts so far have not been glorious.
- jeffwadsworth
- Super Tester Elite
- Posts: 1172
- Joined: 20 Oct 2010, 04:47
- Location: USA
- Has thanked: 287 times
- Been thanked: 70 times
Who is online
Users browsing this forum: No registered users and 16 guests