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Gatecrash Spoiler Season

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Re: Gatecrash Spoiler Season

Postby swordshine » 09 Jan 2013, 13:04

“T:AB$ Pump” is not correct here. It should be "A:SP$ Pump".
"T" uses for triggers. "A" uses for spells and abilities.
"SP" means spell and "AB" means ability.
BTW, two activation abilities of Foundry Champion is missing. I'll add it.
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Re: Gatecrash Spoiler Season

Postby moomarc » 09 Jan 2013, 13:26

Hellfish wrote:
swordshine wrote:The recent spoiler gives us Frontline Medic, and it has such ability:
"Sacrifice Frontline Medic: Counter target spell with X in its mana cost unless its controller pays 3."
Is there any method to identify "spell with X in its mana cost"?
There's SpellAbility.isXCost(), but I don't think there's anything scriptwise.
Check out Gaddock Teeg. The Card restriction is hasXCost.
-Marc
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Re: Gatecrash Spoiler Season

Postby PowerClaws » 09 Jan 2013, 22:20

swordshine wrote:“T:AB$ Pump” is not correct here. It should be "A:SP$ Pump".
"T" uses for triggers. "A" uses for spells and abilities.
"SP" means spell and "AB" means ability.
BTW, two activation abilities of Foundry Champion is missing. I'll add it.
Whoops, i forgot about those :oops:
I must have been happy to get the damage part scripted right that i forgot it, thanks.
And thanks for that explanation, it helps clear up a part of the scripting language for me.
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Re: Gatecrash Spoiler Season

Postby ArsenalNut » 10 Jan 2013, 14:53

friarsol wrote:Until we get an official FAQ referencing the official rules there's no way to know. But yes, my interpretation is that multiple triggers will happen on the damage. You may choose to put them on the stack in whichever order you like as you normally would, this would constitute as the "any order" since each trigger has a may, this also meets the "any or all of them" line. I guess the main question is "Will there be 1 trigger per Ciphered spell, or 1 trigger with all of the Ciphered spells?"
I have implemented the Cipher mechanic assuming each encoded spell will create its own separate trigger. It will be easy to change if there should only be one trigger. I checked in Call of the Nightwing that I used to test the mechanic with. I am still working on making the mechanic AI playable.
Please let me know if there are any problems with implementation.
So many cards, so little time
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Re: Gatecrash Spoiler Season

Postby swordshine » 13 Jan 2013, 07:10

Aurelia's Fury is really a challenge.
"Aurelia’s Fury deals X damage divided as you choose among any number of target creatures and/or players. Tap each creature dealt damage this way. Players dealt damage this way can’t cast noncreature spells this turn."
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Re: Gatecrash Spoiler Season

Postby ArsenalNut » 13 Jan 2013, 21:02

I just checked in a version of Whispering Madness into the Gatecrash branch. I tested it in Vandguard with multiple players and everything seems to work right. I wanted the rules experts (hint hint Sol) to take a look and make sure it is working correctly. If it is, I believe Windfall could be converted to script using the same script without the Cipher part. Also Jace's Archivist could be made multiple player compatible in a similar manner.
So many cards, so little time
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Re: Gatecrash Spoiler Season

Postby friarsol » 13 Jan 2013, 21:16

ArsenalNut wrote:I just checked in a version of Whispering Madness into the Gatecrash branch. I tested it in Vandguard with multiple players and everything seems to work right. I wanted the rules experts (hint hint Sol) to take a look and make sure it is working correctly. If it is, I believe Windfall could be converted to script using the same script without the Cipher part. Also Jace's Archivist could be made multiple player compatible in a similar manner.
Looks right to me, and similar to how I would have scripted it. We probably want to add some specific AI for this type of effect, since RepeatEach. Something as simple as not decking yourself, trying to deck any Opponents, and trying to gain some card advantage should be enough for now.
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Re: Gatecrash Spoiler Season

Postby PowerClaws » 14 Jan 2013, 10:44

Yeah, im bored again...

Blind Obedience | Open
Name:Blind Obedience
ManaCost:1 W
Types:Enchantment
Text:no text
K:Extort
S:Mode$ ETBTapped | ValidCard$ Artifact.OppCtrl,Creature.OppCtrl | Description$ Artifacts and creatures your opponents control enter the battlefield tapped.
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/blind_obedience.jpg


EDIT
Skarrg Guildmage | Open
Name:Skarrg Guildmage
ManaCost:R G
Types:Creature Human Shaman
Text:no text
PT:2/2
A:AB$ PumpAll | Cost$ R G | ValidCards$ Creature.YouCtrl | KW$ Trample | SpellDescription$ Creatures you control gain trample until end of turn.
A:AB$ Animate | Cost$ 1 R G | ValidTgts$ Land.YouCtrl | TgtPrompt$ Select target land you control | Power$ 4 | Toughness$ 4 | Types$ Creature,Elemental | SpellDescription$ Target land you control becomes a 4/4 Elemental creature until end of turn. It's still a land.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/skarrg_guildmage.jpg


EDIT2
Shambleshark | Open
Name:Shambleshark
ManaCost:G U
Types:Creature Fish Crab
Text:no text
PT:2/1
K:Flash
K:Evolve
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/shambleshark.jpg


EDIT3
Ghor-Clan Rampager | Open
Name:Ghor-Clan Rampager
ManaCost:2 R G
Types:Creature Beast
Text:no text
PT:4/4
K:Trample
A:AB$ Pump | Cost$ R G Discard<1/CARDNAME> | ActivationZone$ Hand | PrecostDesc$ Bloodrush | ValidTgts$ Creature.attacking | TgtPrompt$ Select target attacking creature | NumAtt$ +4 | NumDef$ +4 | KW$ Trample | SpellDescription$ Target attacking creature gets +4/+4 and gains trample until end of turn.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/ghor-clan_rampager.jpg


EDIT4
High Priest of Penance | Open
Name:High Priest of Penance
ManaCost:W B
Types:Creature Human Cleric
Text:no text
PT:1/1
T:Mode$ DamageDone | ValidTarget$ Card.Self | OptionalDecider$ You | Execute$ TrigDestroy | TriggerDescription$ When CARDNAME is dealt damage, you may destroy target nonland permanent.
SVar:TrigDestroy:DB$Destroy | ValidTgts$ Permanent.nonLand | TgtPrompt$ Select target nonland permanent.
SVar:HasCombatEffect:TRUE
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/high_priest_of_penance.jpg


EDIT5 This *should* work, but i cant test it to be certain
Skullcrack | Open
Name:Skullcrack
ManaCost:1 R
Types:Instant
Text:no text
A:SP$ Effect | Cost$ 1 R | Name$ Skullcrack | StaticAbilities$ STCantGain,STCantPrevent | SubAbility$ DBDamage | SpellDescription$ Player's can't gain life this turn. Damage can't be prevented this turn. CARDNAME deals 3 damage to target player.
Var:STCantGain:Mode$ Continuous | EffectZone$ Command | Affected$ Player | AddKeyword$ You can't gain life. | Description$ Players can't gain life.
SVar:STCantPrevent:Mode$ Continuous | EffectZone$ Command | GlobalRule$ Damage can't be prevented. | Description$ Damage can't be prevented.
SVar:DBDamage:DB$ DealDamage | ValidTgts$ Player | TgtPrompt$ Select another target player | NumDmg$ 3 | NoPrevention$ True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/skullcrack.jpg


EDIT6 Yeah, thats how bored i am, again, this *should* work, but can someone please double check the trigger to bounce it
Leyline Phantom | Open
Name:Leyline Phantom
ManaCost:4 U
Types:Creature Illusion
Text:no text
PT:5/5
T:Mode$ DamageDone | ValidSource$ Card.Self | Execute$ TrigBounce | CombatDamage$ True | TriggerDescription$ Whenever CARDNAME deals combat damage, return it to its owner's hand.
SVar:TrigBounce:AB$ ChangeZone | Cost$ 0 | ValidTgts$ Card.Self | Origin$ Battlefield | Destination$ Hand
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/leyline_phantom.jpg


EDIT7
Biomass Mutation | Open
Name:Biomass Mutation
ManaCost:X GU GU
Types:Instant
Text:no text
A:SP$ AnimateAll | Cost$ X GU GU | Power$ X | Toughness$ X | References$ X | ValidCards$ Creature.YouCtrl | SpellDescription$ Creatures you control become X/X until end of turn.
SVar:X:Count$xPaid
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/biomass_mutation.jpg


EDIT8 i believe (in a perfect world) all this card needs is for muster counters in forge, thank you to whoever ends up doing this.
Assemble the Legion | Open
Name:Assemble the Legion
ManaCost:3 R W
Types:Enchantment
Text:no text
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigPutCounter,TrigToken | TriggerDescription$ At the beginning of your upkeep, put a muster counter on CARDNAME. Then put a 1/1 red and white Soldier creature token with haste onto the battlefield for each muster counter on CARDNAME.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ Self | CounterType$ MUSTER | CounterNum$ 1
SVar:TrigToken:AB$Token | Cost$ 0 |TokenImage$ RW 1 1 Soldier | TokenAmount$ X | TokenName$ Soldier | TokenTypes$ Creature,Soldier | TokenOwner$ You | TokenColors$ Red,White | TokenPower$ 1 | TokenToughness$ 1 | TokenKW$ Haste | References$ X
SVar:X:Count$CardCounters.MUSTER
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/assemble_the_legion.jpg
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Re: Gatecrash Spoiler Season

Postby friarsol » 14 Jan 2013, 13:10

Hey powerclaws,

Any reason you can't test these?

In Assemble the Legion, I'm not sure why your Execute has two things to Execute. I'm pretty sure it doesn't work that way. You need to call a primary ability and have that subability from the next.
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Re: Gatecrash Spoiler Season

Postby swordshine » 14 Jan 2013, 13:22

Thank you for your cards, Powerclaws, but please test them before you post.
Some cards have obvious mistakes.
Skullcrack:"Var:STCantGain:" should be "SVar:STCantGain:"
Leyline Phantom should use "Defined".
And Assemble the Legion should use "TokenKeywords$" instead of "TokenKW$"(and the trigger pointed by friarsol).
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Re: Gatecrash Spoiler Season

Postby PowerClaws » 15 Jan 2013, 09:14

friarsol wrote:Hey powerclaws,

Any reason you can't test these?

In Assemble the Legion, I'm not sure why your Execute has two things to Execute. I'm pretty sure it doesn't work that way. You need to call a primary ability and have that subability from the next.
The reason i cant test, is because while im writing these in a notepad program, i dunno how to get a saved txt file into a place in forge to be able to load them. Ive tried putting them into the cards folder zip but i dont think forge liked it when i tried.
And i didnt know that Execute worked that way, but now you've said it, all the subability parts ive seen make more sense. Of course, not having any knowledge in java does cause problems sometimes. :lol:
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Re: Gatecrash Spoiler Season

Postby swordshine » 15 Jan 2013, 11:00

You can unzip cards folder and put the new cards in it. Forge can read the unzipped cards, though a little slower than the zipped one.
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Re: Gatecrash Spoiler Season

Postby PowerClaws » 15 Jan 2013, 11:35

swordshine wrote:You can unzip cards folder and put the new cards in it. Forge can read the unzipped cards, though a little slower than the zipped one.
Ahhhhh, i only thought forge read the zip, thanks, ill start testing my cards
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Re: Gatecrash Spoiler Season

Postby PowerClaws » 15 Jan 2013, 12:59

Ok, so i cant tell what this either needs added or changed, but when i tested this with a Soul Shrine Expedition, the counter wasnt removed.

Thrull Parasite | Open
Name:Thrull Parasite
ManaCost:B
Types:Creature Thrull
Text:no text
PT:1/1
K:Extort
A:AB$ RemoveCounter | Cost$ T PayLife<2> | ValidTgts$ Permanent.nonLand | TgtPrompt$ Select target nonland permanent | CounterType$ Any | CounterNum$ 1 | SpellDescription$ Remove a counter from target nonland permanent.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/thrull_parasite.jpg
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Re: Gatecrash Spoiler Season

Postby ZzzzSleep » 19 Jan 2013, 12:30

Guess what!
Truefire Paladin is like Order of Leitbur, but has red added too!
"Truefire Paladin" | Open
Code: Select all
Name:Truefire Paladin
ManaCost:R W
Types:Creature Human Knight
Text:no text
PT:2/2
K:Vigilance
A:AB$ Pump | Cost$ R W | NumAtt$ +2 | SpellDescription$ CARDNAME gets +2/+0 until end of turn.
A:AB$ Pump | Cost$ R W | KW$ First Strike | SpellDescription$ CARDNAME gains first strike until end of turn.
SVar:Rarity:Uncommon
End
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