Card Development Questions
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Re: Card Development Questions
by slapshot5 » 12 Mar 2011, 22:34
Does this need:SoulStorm wrote: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?friarsol wrote:Try it like this:
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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.)
- Code: Select all
Cost$ tapXType<2/Creature.White;Creature.Blue>
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Re: Card Development Questions
by Chris H. » 12 Mar 2011, 22:43
`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.
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Re: Card Development Questions
by SoulStorm » 12 Mar 2011, 22:57
Brilliant Sol, that worked! Many thanks!
Re: Card Development Questions
by friarsol » 13 Mar 2011, 04:42
Probably. I type faster than I can rememeber that bit.slapshot5 wrote:Does this need:SoulStorm wrote: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?friarsol wrote:Try it like this:
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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.)
semicolon instead of comma?
- Code: Select all
Cost$ tapXType<2/Creature.White;Creature.Blue>
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Re: Card Development Questions
by jeffwadsworth » 14 Mar 2011, 19:14
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.
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Re: Card Development Questions
by Sloth » 14 Mar 2011, 21:34
Triggers are not supported at the moment. Only activated abilities.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.
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Re: Card Development Questions
by jeffwadsworth » 14 Mar 2011, 23:07
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$CardCounters.BLOOD
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/rakdos_riteknife.jpg
End
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Re: Card Development Questions
by Jaedayr » 15 Mar 2011, 20:54
Trying to code Sylvan Hierophant. It exiles properly but it does not allow a creature in the graveyard to return to hand. I am also not sure that I need the subability SpellDescription since it is already part of the TriggerDescription. Thanks for your advice.
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Name:Sylvan Hierophant
ManaCost:1 G
Types:Creature Human Cleric
Text:no text
PT:1/2
T:Mode$ 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
by Hellfish » 15 Mar 2011, 21:01
- 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.
- Code: Select all
SVar:ReturnCreature:DB$ChangeZone | Origin$ Graveyard | Destination$ Hand | TgtPrompt$ Select target creature card in your graveyard | ValidTgts$ Creature.YouCtrl
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Card Development Questions
by Jaedayr » 15 Mar 2011, 21:12
Hmm, I made the change you suggested and now it does not exile or trigger the drawback. Now what?Hellfish wrote:should be a drawback. i.e
- 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.
- 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
by Hellfish » 15 Mar 2011, 21:31
Hmm,okay I'm going into debug mode for this one. I'll keep you posted 

So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
-
Hellfish - Programmer
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Re: Card Development Questions
by jeffwadsworth » 16 Mar 2011, 20:25
Hmmm, the DamageDone trigger appears to be whacked in r7671...does anyone have an issue with it?
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Re: Card Development Questions
by Zirbert » 16 Mar 2011, 22:45
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
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
by jeffwadsworth » 16 Mar 2011, 23:24
The Aura's in the graveyard and not enchanting diddly squat anymore. The same problem exists for counters on Aura's, etc.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
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Re: Card Development Questions
by slapshot5 » 17 Mar 2011, 01:24
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.jeffwadsworth wrote:The Aura's in the graveyard and not enchanting diddly squat anymore. The same problem exists for counters on Aura's, etc.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
-slapshot5
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