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Re: Card Development Questions

PostPosted: 12 Mar 2011, 22:34
by slapshot5
SoulStorm wrote:
friarsol wrote:Try it like this:

Code: Select all
A:AB$ Draw | Cost$ tapXType<2/Creature.White,Creature.Blue> | NumCards$ 1 | ActivatingZone$ Hand | ActivationLimit$ 1 | PlayerTurn$ True | ActivatingPhases$ Upkeep | PrecostDesc$ Forecast - | CostDesc$ Tap two untapped white and/or blue creatures you control: | SpellDescription$ Reveal Sky Hussar from your hand: Draw a card. (Activate this ability only during your upkeep and only once each turn.)
Thanks Sol, The card displays properly now, however, the Forecast ability still doesn't work. On the positive side, the comes into play trigger works fine. Any further thougths to get the Forecast ability working?
Does this need:
Code: Select all
Cost$ tapXType<2/Creature.White;Creature.Blue>
semicolon instead of comma?

Re: Card Development Questions

PostPosted: 12 Mar 2011, 22:43
by Chris H.
slapshot5 wrote:Chris - Does it work if you take the AnyPlayer$ True out temporarily?
`
Ah, good catch. I took it out and retested and it now works correctly.

Re: Card Development Questions

PostPosted: 12 Mar 2011, 22:57
by SoulStorm
Brilliant Sol, that worked! Many thanks!

Re: Card Development Questions

PostPosted: 13 Mar 2011, 04:42
by friarsol
slapshot5 wrote:
SoulStorm wrote:
friarsol wrote:Try it like this:

Code: Select all
A:AB$ Draw | Cost$ tapXType<2/Creature.White,Creature.Blue> | NumCards$ 1 | ActivatingZone$ Hand | ActivationLimit$ 1 | PlayerTurn$ True | ActivatingPhases$ Upkeep | PrecostDesc$ Forecast - | CostDesc$ Tap two untapped white and/or blue creatures you control: | SpellDescription$ Reveal Sky Hussar from your hand: Draw a card. (Activate this ability only during your upkeep and only once each turn.)
Thanks Sol, The card displays properly now, however, the Forecast ability still doesn't work. On the positive side, the comes into play trigger works fine. Any further thougths to get the Forecast ability working?
Does this need:
Code: Select all
Cost$ tapXType<2/Creature.White;Creature.Blue>
semicolon instead of comma?
Probably. I type faster than I can rememeber that bit.

Re: Card Development Questions

PostPosted: 14 Mar 2011, 19:14
by jeffwadsworth
I was under the impression that stPump and stPumpAll supported Triggers. Am I mistaken? Testing Clash of Realities. Otherwise, I will just put the triggers on the enchantment itself.

Re: Card Development Questions

PostPosted: 14 Mar 2011, 21:34
by Sloth
jeffwadsworth wrote:I was under the impression that stPump and stPumpAll supported Triggers. Am I mistaken? Testing Clash of Realities. Otherwise, I will just put the triggers on the enchantment itself.
Triggers are not supported at the moment. Only activated abilities.

Re: Card Development Questions

PostPosted: 14 Mar 2011, 23:07
by jeffwadsworth
Thanks. Here is another test card: Rakdos Riteknife.

Code: Select all
Name:Rakdos Riteknife
ManaCost:2
Types:Artifact Equipment
Text:no text
K:eqPump 2:0/0
K:stPumpEquipped:Creature:X/0/SVar=Pump:No Condition:Equipped creature gets +1/+0 for each blood counter on CARDNAME and has "Tap, Sacrifice a creature: Put a blood counter on Rakdos Riteknife."
SVar:Pump:AB$PutCounter | Cost$ T Sac<1/Creature> | Defined$ Equipped | CounterType$ BLOOD | CounterNum$ 1 | SpellDescription$ Put a blood counter on CARDNAME.
A:AB$Sacrifice | Cost$ B R Sac<1/CARDNAME> | ValidTgts$ Player | TgtPrompt$ Select target player | SacValid$ Permanent | Amount$ X | SpellDescription$ Target player sacrifices a permanent for each blood counter on CARDNAME.
SVar:X:Count$CardCounters.BLOOD
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/rakdos_riteknife.jpg
End
It needs to place the Blood counter on the equipment, but Defined$ Equipped does not work. Any ideas?

Re: Card Development Questions

PostPosted: 15 Mar 2011, 20:54
by Jaedayr
Trying to code Sylvan Hierophant. It exiles properly but it does not allow a creature in the graveyard to return to hand. I am also not sure that I need the subability SpellDescription since it is already part of the TriggerDescription. Thanks for your advice.

Code: Select all
Name:Sylvan Hierophant
ManaCost:1 G
Types:Creature Human Cleric
Text:no text
PT:1/2
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigExileandReturn | TriggerDescription$ When CARDNAME is put into a graveyard from the battlefield, exile CARDNAME, then return another target creature card from your graveyard to your hand.
SVar:TrigExileandReturn:AB$ChangeZone | Cost$ 0 | Defined$ Self | Origin$ Graveyard | Destination$ Exile | SubAbility$ SVar=ReturnCreature
SVar:ReturnCreature:AB$ChangeZone | Cost$ 0 | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target creature card in your graveyard | ValidTgts$ Creature.YouCtrl  | SpellDescription$ Return target creature card from your graveyard to your hand.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sylvan_hierophant.jpg
SetInfo:WTH|Uncommon|http://magiccards.info/scans/en/wl/83.jpg
End

Re: Card Development Questions

PostPosted: 15 Mar 2011, 21:01
by Hellfish
Code: Select all
SVar:ReturnCreature:AB$ChangeZone | Cost$ 0 | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target creature card in your graveyard | ValidTgts$ Creature.YouCtrl  | SpellDescription$ Return target creature card from your graveyard to your hand.
should be a drawback. i.e
Code: Select all
SVar:ReturnCreature:DB$ChangeZone | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target creature card in your graveyard | ValidTgts$ Creature.YouCtrl

Re: Card Development Questions

PostPosted: 15 Mar 2011, 21:12
by Jaedayr
Hellfish wrote:
Code: Select all
SVar:ReturnCreature:AB$ChangeZone | Cost$ 0 | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target creature card in your graveyard | ValidTgts$ Creature.YouCtrl  | SpellDescription$ Return target creature card from your graveyard to your hand.
should be a drawback. i.e
Code: Select all
SVar:ReturnCreature:DB$ChangeZone | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target creature card in your graveyard | ValidTgts$ Creature.YouCtrl
Hmm, I made the change you suggested and now it does not exile or trigger the drawback. Now what?

Re: Card Development Questions

PostPosted: 15 Mar 2011, 21:31
by Hellfish
Hmm,okay I'm going into debug mode for this one. I'll keep you posted :)

Re: Card Development Questions

PostPosted: 16 Mar 2011, 20:25
by jeffwadsworth
Hmmm, the DamageDone trigger appears to be whacked in r7671...does anyone have an issue with it?

Re: Card Development Questions

PostPosted: 16 Mar 2011, 22:45
by Zirbert
I've hit a problem. I think what I'm trying to do won't work, and I think I know why. Here's the situation: I tried to code some Auras that can be sacrificed to regenerate the creature they're on (Carapace, Thrull Retainer, Stamina). They don't work. Their other abilities work (+0/+2, etc.), but saccing them results only in a stack report saying that their ability fired (and naming the right creature), but no regeneration actually happening. The creature doesn't even wind up with a regen shield on them after the sacrificing.

Here's how I coded the reg ability:

A:AB$Regenerate | Cost$ Sac<1/CARDNAME> | Defined$ Enchanted | SpellDescription$ Regenerate enchanted creature.

I think the problem is that by the time the ability fires, the aura has already been sacrificed, and so there is no creature who qualifies as the "Defined$ Enchanted". The aura's not enchanting anything anymore. I think this is insurmountable for now.

Any better-informed minds want to weigh in on whether I'm right or wrong about this, whether there's a way it could be done, whether I'm right about it not working but for the wrong reason, etc.?

-Zirbert

Re: Card Development Questions

PostPosted: 16 Mar 2011, 23:24
by jeffwadsworth
Zirbert wrote:I've hit a problem. I think what I'm trying to do won't work, and I think I know why. Here's the situation: I tried to code some Auras that can be sacrificed to regenerate the creature they're on (Carapace, Thrull Retainer, Stamina). They don't work. Their other abilities work (+0/+2, etc.), but saccing them results only in a stack report saying that their ability fired (and naming the right creature), but no regeneration actually happening. The creature doesn't even wind up with a regen shield on them after the sacrificing.

Here's how I coded the reg ability:

A:AB$Regenerate | Cost$ Sac<1/CARDNAME> | Defined$ Enchanted | SpellDescription$ Regenerate enchanted creature.

I think the problem is that by the time the ability fires, the aura has already been sacrificed, and so there is no creature who qualifies as the "Defined$ Enchanted". The aura's not enchanting anything anymore. I think this is insurmountable for now.

Any better-informed minds want to weigh in on whether I'm right or wrong about this, whether there's a way it could be done, whether I'm right about it not working but for the wrong reason, etc.?

-Zirbert
The Aura's in the graveyard and not enchanting diddly squat anymore. The same problem exists for counters on Aura's, etc.

Re: Card Development Questions

PostPosted: 17 Mar 2011, 01:24
by slapshot5
jeffwadsworth wrote:
Zirbert wrote:I've hit a problem. I think what I'm trying to do won't work, and I think I know why. Here's the situation: I tried to code some Auras that can be sacrificed to regenerate the creature they're on (Carapace, Thrull Retainer, Stamina). They don't work. Their other abilities work (+0/+2, etc.), but saccing them results only in a stack report saying that their ability fired (and naming the right creature), but no regeneration actually happening. The creature doesn't even wind up with a regen shield on them after the sacrificing.

Here's how I coded the reg ability:

A:AB$Regenerate | Cost$ Sac<1/CARDNAME> | Defined$ Enchanted | SpellDescription$ Regenerate enchanted creature.

I think the problem is that by the time the ability fires, the aura has already been sacrificed, and so there is no creature who qualifies as the "Defined$ Enchanted". The aura's not enchanting anything anymore. I think this is insurmountable for now.

Any better-informed minds want to weigh in on whether I'm right or wrong about this, whether there's a way it could be done, whether I'm right about it not working but for the wrong reason, etc.?

-Zirbert
The Aura's in the graveyard and not enchanting diddly squat anymore. The same problem exists for counters on Aura's, etc.
We have a system in place to handle this, but it is broken for Auras. It's on Sol's list, but I don't know where. I've poked at it, and I can definitely see the difference in DEBUG, but I was unable to follow everything all the way through to put my finger on the exact problem.

-slapshot5