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Card Development Questions

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Re: Card Development Questions

Postby Jaedayr » 24 Feb 2011, 21:40

Testing Skull Collector (and others with similar effects of different colors). As coded below ValidTgts$ in SVar:TrigBounce processes YouCtrl but not Black. If I switch it to Creature.Black.Youctrl then it processes Black but not YouCtrl. Is there a way to make both of these work at the same time?

Code: Select all
Name:Skull Collector
ManaCost:1 B B
Types:Creature Ogre Warrior
Text:no text
PT:3/3
A:AB$Regenerate | Cost$ 1 B | SpellDescription$ Regenerate CARDNAME.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Creature.Black | PresentZone$ Battlefield | PresentPlayer$ You | Execute$ TrigBounce | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, return a black creature you control to its owner's hand.
SVar:TrigBounce:AB$ChangeZone | Cost$ 0 | Origin$ Battlefield | Destination$ Hand | TgtPrompt$ Choose target black creature | ValidTgts$ Creature.YouCtrl.Black
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/skull_collector.jpg
SetInfo:SOK|Uncommon|http://magiccards.info/scans/en/sok/90.jpg
End
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Re: Card Development Questions

Postby Sloth » 24 Feb 2011, 21:49

Jaedayr wrote:Testing Skull Collector (and others with similar effects of different colors). As coded below ValidTgts$ in SVar:TrigBounce processes YouCtrl but not Black. If I switch it to Creature.Black.Youctrl then it processes Black but not YouCtrl. Is there a way to make both of these work at the same time?

Code: Select all
Name:Skull Collector
ManaCost:1 B B
Types:Creature Ogre Warrior
Text:no text
PT:3/3
A:AB$Regenerate | Cost$ 1 B | SpellDescription$ Regenerate CARDNAME.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Creature.Black | PresentZone$ Battlefield | PresentPlayer$ You | Execute$ TrigBounce | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, return a black creature you control to its owner's hand.
SVar:TrigBounce:AB$ChangeZone | Cost$ 0 | Origin$ Battlefield | Destination$ Hand | TgtPrompt$ Choose target black creature | ValidTgts$ Creature.YouCtrl.Black
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/skull_collector.jpg
SetInfo:SOK|Uncommon|http://magiccards.info/scans/en/sok/90.jpg
End
Use: Creature.Black+YouCtrl
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Re: Card Development Questions

Postby jeffwadsworth » 24 Feb 2011, 22:41

I was taking a look at Evolution Vat. I know that we can use "K:pump", etc to give targets abilities and the like, but in this case, we would need a "AB$Pump" type of script. Is this possible, yet?
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Re: Card Development Questions

Postby jeffwadsworth » 25 Feb 2011, 17:11

@Sol, Ignorant Bliss should be doable if ChangeZone had a Facedown$ True.
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Re: Card Development Questions

Postby friarsol » 25 Feb 2011, 17:27

Do we have the delayed trigger on the back of it?
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Re: Card Development Questions

Postby Chris H. » 25 Feb 2011, 22:10

I spent a little time on adding a new card, but the card has two separate etb triggers. As such, I am not sure if this is rules correct or not. Thought I would ask for some input. What do you think?

Marsh Crocodile card | Open
Name:Marsh Crocodile
ManaCost:2 U B
Types:Creature Crocodile
Text:no text
PT:4/4
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Self | TriggerZones$ Battlefield | Execute$ TrigChange | TriggerDescription$ When CARDNAME enters the battlefield, return a blue or black creature you control to its owner's hand.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigDiscard | TriggerDescription$ When CARDNAME enters the battlefield, each player discards a card.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Battlefield | Destination$ Hand | Hidden$ True | ChangeType$ Creature.Black+YouCtrl,Creature.Blue+YouCtrl
SVar:TrigDiscard:AB$Discard | Cost$ 0 | Defined$ Each | NumCards$ 1 | Mode$ TgtChoose
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/marsh_crocodile.jpg
End
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Re: Card Development Questions

Postby friarsol » 25 Feb 2011, 22:12

As long as two different abilities hit the stack it's right.
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Re: Card Development Questions

Postby Chris H. » 25 Feb 2011, 23:14

friarsol wrote:As long as two different abilities hit the stack it's right.
`
Yes, both abilities hit the stack, but we do not get to arrange the order of which ability gets to resolve first. There was a discussion in reference to another card or two which also could make use of picking the resolve order.

I guess we will cross that bridge at a later date. The AFs + Triggers are coming along nicely and I do not want to hurry anyone. :wink:
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Re: Card Development Questions

Postby jeffwadsworth » 28 Feb 2011, 16:10

friarsol wrote:Do we have the delayed trigger on the back of it?
Well, I was going to use Phase$ End of Turn, etc.
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Re: Card Development Questions

Postby ZzzzSleep » 01 Mar 2011, 03:22

What needs to be done to add shell counters to the game?
Code: Select all
Name:Roc Hatchling
ManaCost:R
Types:Creature Bird
Text:no text
PT:0/1
K:etbCounter:SOOT:4
K:stPumpSelf:Creature:3/2:isValid Permanent.countersEQ0SOOT:As long as Roc Hatchling has no soot counters on it, it gets +3/+2 and has flying.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Optional$ False | Execute$ TrigRemoveCounter | TriggerDescription$ At the beginning of your upkeep, remove a soot counter from CARDNAME.
SVar:TrigRemoveCounter:AB$RemoveCounter | Cost$ 0 | Defined$ Self | CounterType$ SOOT | CounterNum$ 1
SVar:Rarity:Uncommon
End
I've tested Roc Hatchling, and everything works, except for the fact that I used SOOT counters because SHELL ones weren't available.
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Re: Card Development Questions

Postby friarsol » 01 Mar 2011, 03:36

Counters.java needed to be updated which is done now, just fix up the text so when someone is ready to add some more forum cards.
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Re: Card Development Questions

Postby Chris H. » 01 Mar 2011, 15:23

I merged Roc Hatchling into the SVN, thank you ZzzzSleep.
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Re: Card Development Questions

Postby jeffwadsworth » 01 Mar 2011, 17:18

Would Juju Bubble be best served with a ChangeZone vs a SpellCast?
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Re: Card Development Questions

Postby Hellfish » 01 Mar 2011, 17:49

At a quick glance while in a hurry, I'd say SpellCast with a secondary LandPlayed. ChangesZone would trigger on, say, Elvish Piper putting a creature into play, which is incorrect.

EDIT:Crikey, this'll be the worst card supported by Forge for sure.
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Re: Card Development Questions

Postby jeffwadsworth » 01 Mar 2011, 23:27

If we had a "RememberTriggered" for Portcullis, that son of a gun may work.
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