Card Development Questions
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Re: Card Development Questions
by SoulStorm » 15 May 2011, 16:07
I'm assuming you are mentioning this because equipment that is turned into a creature won't fall off unless coded to do so? Would probably crash too. Damn, why can't anything be easy?Sloth wrote:Note that euipment that becomes a creature will fall off.SoulStorm wrote:That would be awesome! If you can get the P/T correct, we should be able to add March of the Machines as well.

Wait, what about Tezzeret the Seeker and Tezzeret, Agent of Bolas? Do they work properly when they target an equipped artifact?
Re: Card Development Questions
by Sloth » 15 May 2011, 16:35
I didn't test it, but I doubt they fall off.SoulStorm wrote:I'm assuming you are mentioning this because equipment that is turned into a creature won't fall off unless coded to do so? Would probably crash too. Damn, why can't anything be easy?Sloth wrote:Note that euipment that becomes a creature will fall off.SoulStorm wrote:That would be awesome! If you can get the P/T correct, we should be able to add March of the Machines as well.
Wait, what about Tezzeret the Seeker and Tezzeret, Agent of Bolas? Do they work properly when they target an equipped artifact?
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Re: Card Development Questions
by slapshot5 » 15 May 2011, 16:37
This should be done as a state-based effect. After a quick glance at the code, I'm... not sure it does. We unequip things that have left the battlefield, I couldn't see where we unequip if the equipment is no longer valid to equip. And maybe I just missed it. I didn't actually test it.SoulStorm wrote:I'm assuming you are mentioning this because equipment that is turned into a creature won't fall off unless coded to do so?Sloth wrote:Note that euipment that becomes a creature will fall off.SoulStorm wrote:That would be awesome! If you can get the P/T correct, we should be able to add March of the Machines as well.
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Re: Card Development Questions
by SoulStorm » 15 May 2011, 17:18
Well, I can't code Java, but I can test cards. I'll check out Tezzeret and report back here with an answer.
Re: Card Development Questions
by Chris H. » 15 May 2011, 17:21
`SoulStorm wrote:Well, I can't code Java, but I can test cards. I'll check out Tezzeret and report back here with an answer.
The little Java that I have learned I have learned through the Forge project over the last couple of years.

Just ran a quick test and we may want to look at the code for Tezzeret the Seeker. I used it to animate an attached Shuko and it fell off.
When I used Tezzeret, Agent of Bolas to animate an attached Shuko the Shuko remained attached and did not fall off.
Happy hunting.

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Re: Card Development Questions
by SoulStorm » 15 May 2011, 17:28
Yep, I just tested agent of Bolas, and discovered the same thing as you Chris.
Re: Card Development Questions
by slapshot5 » 15 May 2011, 17:41
Yep. the Seeker explicitly does this in the resolve code. I recently converted AoB to AFs. Not sure if that hard coded the falling off.
Either way, state effects need to be updated to reflect the rules for equipment. Once that happens, March of the Machines won't have to worry about that. But that still doesn't fix the more difficult problem of static animation. :\
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Either way, state effects need to be updated to reflect the rules for equipment. Once that happens, March of the Machines won't have to worry about that. But that still doesn't fix the more difficult problem of static animation. :\
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Re: Card Development Questions
by Chris H. » 15 May 2011, 18:00
`slapshot5 wrote:Yep. the Seeker explicitly does this in the resolve code. I recently converted AoB to AFs. Not sure if that hard coded the falling off.
Either way, state effects need to be updated to reflect the rules for equipment. Once that happens, March of the Machines won't have to worry about that. But that still doesn't fix the more difficult problem of static animation.
I feel the pain.
Animate Artifact and equips originally had this problem, can't remember how we handled it at that time.
We may have limited Animate Artifact to non-equips at that time as we cut a few corners.
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Re: Card Development Questions
by slapshot5 » 15 May 2011, 18:09
Yep. That's exactly what happened.Chris H. wrote:We may have limited Animate Artifact to non-equips at that time as we cut a few corners.
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Re: Card Development Questions
by SoulStorm » 15 May 2011, 20:18
Today is my "Throw it against the wall and see if it sticks day."
Kalitas, Bloodchief of Ghet works fine except when dealing with indestructible creatures or creatures that go to a zone other than the graveyard when destroyed. It didn't take long to code the card, since there's a card already in Forge with a very similar effect, so I thought I'd just throw it out there and see what happens.
Kalitas, Bloodchief of Ghet works fine except when dealing with indestructible creatures or creatures that go to a zone other than the graveyard when destroyed. It didn't take long to code the card, since there's a card already in Forge with a very similar effect, so I thought I'd just throw it out there and see what happens.
- Code: Select all
Name:Kalitas, Bloodchief of Ghet
ManaCost:5 B B
Types:Legendary Creature Vampire Warrior
Text:no text
PT:5/5
A:AB$Destroy | Cost$ B B B T | ValidTgts$ Creature | TgtPrompt$ Select target creature | NoRegen$ False | SubAbility$ SVar=DBToken | SpellDescription$ Destroy target creature. If that creature is put into a graveyard this way, put a black Vampire creature token onto the battlefield. Its power is equal to that creature's power and its toughness is equal to that creature's toughness.
SVar:DBToken:DB$Token | Defined$Targeted | TokenAmount$ 1 | TokenName$ Vampire | TokenTypes$ Creature,Vampire | TokenOwner$ You | TokenColors$ Black | TokenPower$ dX | TokenToughness$ dY
SVar:dX:Targeted$CardPower
SVar:dY:Targeted$CardToughness
SVar:Rarity:Mythic Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/kalitas_bloodchief_of_ghet.jpg
End
Re: Card Development Questions
by slapshot5 » 16 May 2011, 13:39
After some monkeying, this isn't going to work with the bits that we have. It will probably need its own stAnimate[Self/All/Enchanted]. I'll look at this more when I get a chance. It would enable some fun cards.slapshot5 wrote:Well, the is going to take more work than I feared. This needs to be a stSetPT instead of a stPump keyword. Just look what happens if you have 2 Opalescences in play.
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Re: Card Development Questions
by SoulStorm » 16 May 2011, 15:24
Good to know. Thank you for your efforts!
Re: Card Development Questions
by slapshot5 » 16 May 2011, 15:40
Just checked in a stAnimate keyword. Added Living Lands and Opalescence. Give it a try in r8705.
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Re: Card Development Questions
by SoulStorm » 16 May 2011, 16:03
Works perfectly, now I just need to build a deck! 

Re: Card Development Questions
by lazylockie » 17 May 2011, 01:15
Any ideas on how to script Gideon Jura? I mean, he's almost scriptable from AFs now, the problem is the almost part.
His -2 is just Assassinate, pretty simple.
His 0 makes him a 6/6 Cho-Manno, Revolutionary, so it's probably doable
His +2 halfway done. With AB$Effect it might be possible to make a "timed emblem" to AI and make all their creatures attack next turn if able. Thing is, is there a way to make the "attacks Gideon Jura" part with scripts? Unfortunately, it's exactly this part that makes him an excellent planeswalker
His -2 is just Assassinate, pretty simple.
His 0 makes him a 6/6 Cho-Manno, Revolutionary, so it's probably doable
His +2 halfway done. With AB$Effect it might be possible to make a "timed emblem" to AI and make all their creatures attack next turn if able. Thing is, is there a way to make the "attacks Gideon Jura" part with scripts? Unfortunately, it's exactly this part that makes him an excellent planeswalker

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