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Re: X costs?

PostPosted: 01 Mar 2010, 20:41
by DennisBergkamp
Yeah, the cancel button is slightly counterintuitive... it probably wouldn't be too hard to enable it when paying for X / Multikicker costs.

Re: X costs?

PostPosted: 02 Mar 2010, 09:22
by Mr.Chaos
zerker2000 wrote:Eh? Iceberg? That shouldn't be hard at all actually; I do think that "Comes into play with counters" and "{cost}: add n TYPE counters" should be keyworded better though.
LOL! I did not mean the card when I said iceberg but still, nice to see I gave you yet another idea to work on.

Seriously though, if I may hijack the tread a moment, does this mean lands like Gemstone Mine and Hickory Woodlot are possible? (since they come into play with counters)

Sorry for the interruption, you may now go back to getting me my Hurricane. :wink:

Re: X costs?

PostPosted: 02 Mar 2010, 10:09
by zerker2000
Yes, they're very possible, see the Modular code for something to ape "EF w/counters" off of(and I remember me having much fun with those, as if the counter's weren't on the cards at the time they entered the field the simply died). Another place to look is Persist, though I think that may be coded...incorrectly(i.e. regenerate and put counter on Instead of destroying, rather than return to field After destroying). Actually, this should preferably moved to the "default permanent" code, but meanwhile, apeing Modular should serve your purposes. As for the mana ability:
Check cost containing regexp "remove a .? counter"' in:
-)Mana ability constructor, if so fetch appropriate counter from Counters and remove one in input_afterPayMana
-)canPlay, if so and source card doesn't have counter return false
-)resolve, sac check(if applicable)
(Look at <http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[remove]+[counter]+[pool]> for possible cards).

Re: X costs?

PostPosted: 02 Mar 2010, 14:02
by DennisBergkamp
Yeah those cards are easily possible. We support counters after all, and adding mana to the manapool :)

Re: X costs?

PostPosted: 02 Mar 2010, 14:35
by DennisBergkamp
I just added Hurricane by the way... I guess I'll put in Earthquake and Rolling Earthquake next :)

Re: X costs?

PostPosted: 02 Mar 2010, 15:23
by Huggybaby
Don't forget fireball...

Re: X costs?

PostPosted: 02 Mar 2010, 16:07
by Chris H.
Braingeyser and Drain Life would be nice, a couple more of those old time favorites.

Re: X costs?

PostPosted: 02 Mar 2010, 17:27
by DennisBergkamp
Yeah, actually Drain Life should be possible to keyword with a Drawback$YouGainLife.
Fireball is a tricky card...

Re: X costs?

PostPosted: 02 Mar 2010, 17:31
by apthaven

Re: X costs?

PostPosted: 02 Mar 2010, 20:31
by juzamjedi
DennisBergkamp wrote:Yeah, actually Drain Life should be possible to keyword with a Drawback$YouGainLife.
Fireball is a tricky card...
Conceptually Fireball is similar to Multi-kicker.

Re: X costs?

PostPosted: 02 Mar 2010, 21:48
by DennisBergkamp
Thanks for the list, apthaven :)
A bunch of these can probably be done through keywords. Death Grasp for instance worked fine:

Code: Select all
Death Grasp
X W B
Sorcery
no text
spDamageTgtCP:X:Drawback$YouGainLife/X:Death Grasp deals X damage to target creature or player. You gain X life.
SVar:X:Count$xPaid
And yes, Fireball is definitely doable. But it's definitely not keywordable, and making the AI use it effectively is difficult.

Re: X costs?

PostPosted: 02 Mar 2010, 23:02
by Huggybaby
Maybe I got confused then. Isn't there a red X spell with only one target?

Re: X costs?

PostPosted: 02 Mar 2010, 23:08
by DennisBergkamp
There's a few I think. Blaze is probably the one you're thinking of :)

Re: X costs?

PostPosted: 02 Mar 2010, 23:12
by Huggybaby
Ahh, THAT would work!

Re: X costs?

PostPosted: 03 Mar 2010, 00:07
by Chris H.
DennisBergkamp wrote:Yeah, the cancel button is slightly counterintuitive... it probably wouldn't be too hard to enable it when paying for X / Multikicker costs.
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I like your recent UI update. :D