Figured out the problem. Or at least, a solution.
I added yet more code to
Staggershock to give it its own cost-influencing static ability at the same level as the
Etherium Sculptor's. The code down below is ugly, but rebound's pretty fun to play with.
- Code: Select all
<SPELL_ABILITY tag="STAGGERSHOCK_RULE_1" layer="0">
<TARGET_DETERMINATION>
return TargetCreatureOrPlayerBad()
</TARGET_DETERMINATION>
<PLAYTIME>
if(Object():Register_Get(0) == 2) then
Object():Register_Set(0,0)
elseif(Object():Register_Get(0) == 1) then
Object():Register_Set(0,2)
else
Object():Register_Set(0,1)
end
ChooseTarget( "ChooseCreatureOrPlayerTwoDamage" )
</PLAYTIME>
<EFFECT>
DealDamageToTarget( 2 )
if(Object():Register_Get(0) == 1) then
Object():Register_Set(7,1)
Object():RemoveFromGame()
end
</EFFECT>
</SPELL_ABILITY>
<STATIC_ABILITY tag="" zone="Hand" influencing_zone="Hand" layer="8">
<FILTER>
return ( (Object():Register_Get(0) == 1) and (Subject():Register_Get(7) == 1) and OwnedByYou() and InHand() )
</FILTER>
<EFFECT>
FreeCastingCost()
</EFFECT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY tag="STAGGERSHOCK_RULE_2" layer="0" zone="REMOVED_FROM_GAME">
<TRIGGER value="BEGINNING_OF_STEP">
if Object():Register_Get(0) == 1 then
return MyStep(STEP_UNTAP)
end
</TRIGGER>
<EFFECT>
ReturnThisCardToOwnersHand()
Flash()
</EFFECT>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY tag="STAGGERSHOCK_RULE_3" layer="0" zone="HAND">
<TRIGGER value="BEGINNING_OF_STEP">
if Object():Register_Get(0) == 1 then
return MyUpkeep()
end
</TRIGGER>
<EFFECT>
if(Object():Register_Get(0) == 0) then
<!-- do nothing -->
else
Object():Register_Set(0,2)
Object():RemoveFromGame()
end
</EFFECT>
</TRIGGERED_ABILITY>