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Re: Card Development Questions

PostPosted: 28 Jan 2011, 16:53
by slapshot5
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.
Does SetInfo handle reprints? For example, Divine Offering will already have SetInfo text, but will need to be updated for MBS.

-slapshot5

Re: Card Development Questions

PostPosted: 28 Jan 2011, 17:14
by friarsol
slapshot5 wrote:Does SetInfo handle reprints? For example, Divine Offering will already have SetInfo text, but will need to be updated for MBS.
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.

Re: Card Development Questions

PostPosted: 28 Jan 2011, 17:51
by jeffwadsworth
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. :D
Yeehaw.

Re: Card Development Questions

PostPosted: 28 Jan 2011, 18:14
by lazylockie
I guess this would be the code for battle cry:

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
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 :D )

Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?

Re: Card Development Questions

PostPosted: 28 Jan 2011, 18:20
by friarsol
lazylockie wrote:Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
Just chain SubAbilities.

Code: Select all
AB$MainAbility | DoStuff$ True | SubAbility$ SVar=DBA
DB$SubAbility | DoStuff$ True | SubAbility$ SVar=DBB
DB$SubAbility | DoStuff$ True
You get the idea?

Re: Card Development Questions

PostPosted: 28 Jan 2011, 19:00
by lazylockie
friarsol wrote:
lazylockie wrote:Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
Just chain SubAbilities.

Code: Select all
AB$MainAbility | DoStuff$ True | SubAbility$ SVar=DBA
DB$SubAbility | DoStuff$ True | SubAbility$ SVar=DBB
DB$SubAbility | DoStuff$ True
You get the idea?
Thanks sol. I thought about this way, but I didn't know if the code would support it

Re: Card Development Questions

PostPosted: 28 Jan 2011, 19:20
by Hellfish
lazylockie wrote:I guess this would be the code for battle cry:

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
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 :D )

Also, is there a way to add multiple SubAbilities on the same command? like SubAbility$ DB1 | SubAbility$ DB2 or SubAbility$ DB1,DB2?
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.

EDIT:Then again, that's a bit unnecessary. It's just a matter of copy-pasting. My vote is use your snippet.

Re: Card Development Questions

PostPosted: 28 Jan 2011, 19:24
by friarsol
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.

Re: Card Development Questions

PostPosted: 29 Jan 2011, 02:08
by lazylockie
So I've been toying with Guul Draz Assassin and Kazandu Tuskcaller, but it isn't working as expected

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$4
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/guul_draz_assassin.jpg
SetInfo:ROE|Rare|http://magiccards.info/scans/en/roe/112.jpg
End
The problem is that AB$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?

Re: Card Development Questions

PostPosted: 29 Jan 2011, 02:11
by friarsol
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.

Re: Card Development Questions

PostPosted: 29 Jan 2011, 17:55
by jeffwadsworth
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

Re: Card Development Questions

PostPosted: 29 Jan 2011, 19:59
by friarsol
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.

Re: Card Development Questions

PostPosted: 29 Jan 2011, 20:45
by Jaedayr
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
Also why does Steel Wall have the same restriction?

Re: Card Development Questions

PostPosted: 29 Jan 2011, 22:46
by Sloth
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?
Code: Select all
SVar:RemAIDeck:True
Also why does Steel Wall have the same restriction?
I just changed it. Thanks for reporting Jaedayr.

Re: Card Development Questions

PostPosted: 30 Jan 2011, 01:55
by jeffwadsworth
Is Soul Foundry scriptable with the Remembered method? My attempts so far have not been glorious.