Card Contributions
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Re: Card Contributions
by Starcrash » 08 Jul 2011, 15:09
Actually, I just started using the version released July 5th, and I no longer know how to test my cardsStarcrash wrote:If you are using the Game State tool to test...don't.

Re: Card Contributions
by friarsol » 08 Jul 2011, 15:31
Generally what I do is make a small deck with just a few cards with what I need to test, disable milling as a lose condition, and then start a game against the AI with a useless deck. If you need to interact with certain cards, give the AI Moxen and whatever card it is and they will undoubtably cast it.Starcrash wrote:Actually, I just started using the version released July 5th, and I no longer know how to test my cardsI don't want to program cards that I can't test... I tend to make too many mistakes for that.
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Re: Card Contributions
by jeffwadsworth » 09 Jul 2011, 04:48
Starcrash:Starcrash wrote:Actually, I just started using the version released July 5th, and I no longer know how to test my cardsStarcrash wrote:If you are using the Game State tool to test...don't.I don't want to program cards that I can't test... I tend to make too many mistakes for that.
Make sure Dev Mode is checked on the main screen. Enter the Deck Editor and select just the cards you need to test. Need to whack something you control? Despotic Scepter. Need to obliterate an opponent's creature? Terror. Your deck can be 10-15 cards or whatever. Save as "test"...choose the "test" deck and once in the game, choose the Developer menu and select Generate Mana. Cast your cards in the first turn...tutor for something you need...you get the idea.
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Re: Card Contributions
by Hellfish » 09 Jul 2011, 13:18
Here's another candidate list, for Mirrodin:
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 Contributions
by jeffwadsworth » 09 Jul 2011, 14:59
Thanks for the list HellfishHellfish wrote:Here's another candidate list, for Mirrodin:
- Code: Select all
Fractured Loyalty <- There is a bug with triggered spellabilitycast
Incite War
Inertia Bubble
Leonin Bladetrap
Lightning Coils
Lumengrid Sentinel
Nuisance Engine
Ogre Leadfoot
Relic Bane
Roar of the Kha
Skeleton Shard
Sun Droplet
Tooth and Nail
Last edited by jeffwadsworth on 13 Jul 2011, 04:54, edited 4 times in total.
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Re: Card Contributions
by Starcrash » 10 Jul 2011, 16:47
It turns out the program was reading from cardfolder.zip, because even though I had unzipped it, it wouldn't read the actual folders until this file was deleted :p
I have the day off today (finally), so I'll see what I can make out of this Mirrodin list.
I have the day off today (finally), so I'll see what I can make out of this Mirrodin list.
Re: Card Contributions
by jeffwadsworth » 11 Jul 2011, 03:08
Starcrash, if you don't mind, edit the card list so that I know which ones you have already knocked out.Starcrash wrote:It turns out the program was reading from cardfolder.zip, because even though I had unzipped it, it wouldn't read the actual folders until this file was deleted :p
I have the day off today (finally), so I'll see what I can make out of this Mirrodin list.
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Re: Card Contributions
by Starcrash » 11 Jul 2011, 12:26
I know, this is the problem with multiple people and one list. I'll leave Mirrodin to you. These are the ones I finished.jeffwadsworth wrote:Starcrash, if you don't mind, edit the card list so that I know which ones you have already knocked out.
Blinkmoth Urn
- | Open
- Name:Blinkmoth Urn
ManaCost:5
Types:Artifact
Text:no text
T:Mode$ Phase | Phase$ Main1 | ValidPlayer$ You | TriggerZones$ Battlefield | IsPresent$ Card.Self+untapped | Execute$ TrigGetYouMana | TriggerDescription$ At the beginning of each player's precombat main phase, if CARDNAME is untapped, that player adds 1 to his or her mana pool for each artifact he or she controls.
SVar:TrigGetYouMana:AB$ Mana | Cost$ 0 | Produced$ 1 | Amount$ X
T:Mode$ Phase | Phase$ Main1 | ValidPlayer$ Opponent | TriggerZones$ Battlefield | IsPresent$ Card.Self+untapped | Execute$ TrigGetOppMana | Secondary$ True | TriggerDescription$ At the beginning of each player's precombat main phase, if CARDNAME is untapped, that player adds 1 to his or her mana pool for each artifact he or she controls.
SVar:TrigGetOppMana:AB$ Mana | Cost$ 0 | Produced$ 1 | Amount$ Y
SVar:X:Count$TypeYouCtrl.Artifact
SVar:Y:Count$TypeOppCtrl.Artifact
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/blinkmoth_urn.jpg
SetInfo:MRD|Rare|http://magiccards.info/scans/en/mi/145.jpg
End
Domineer
- | Open
- Name:Domineer
ManaCost:1 U U
Types:Enchantment Aura
Text:no text
K:Enchant artifact creature
A:SP$ Attach | Cost$ 1 U U | ValidTgts$ Creature.Artifact | AILogic$ GainControl | SpellDescription$ You control enchanted artifact creature.
SVar:PlayMain1:TRUE
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/domineer.jpg
SetInfo:MIR|Uncommon|http://magiccards.info/scans/en/mi/33.jpg
End
Dream's Grip
- | Open
- Name:Dream's Grip
ManaCost:U
Types:Instant
Text:no text
A:SP$ Tap | Cost$ U | ValidTgts$ Permanent | TgtPrompt$ Select target permanent to tap | SpellDescription$ Tap target permanent;
A:SP$ Untap | Cost$ U | ValidTgts$ Permanent | TgtPrompt$ Select target permanent to untap | SpellDescription$ or untap target permanent.
A:SP$ Tap | Cost$ 1 U | ValidTgts$ Permanent | TgtPrompt$ Select target permanent to tap | SubAbility$ SVar=DBUntap | PrecostDesc$ Entwine - | SpellDescription$ (Choose both if you pay the entwine cost.)
SVar:DBUntap:DB$ Untap | Cost$ 0 | ValidTgts$ Permanent | TgtPrompt$ Select target permanent to untap
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/dreams_grip.jpg
SetInfo:MIR|Common|http://magiccards.info/scans/en/m1/34.jpg
End
This leaves:
Re: Card Contributions
by Hellfish » 11 Jul 2011, 17:25
Another list for Darksteel. 5th Dawn is forthcoming.
- Code: Select all
Darksteel Reactor
Furnace Dragon (I think you can get fancy with Origin$ Stack or something)
Goblin Archaeologist
Greater Harvester
Psychic Overload
Pulse of the Dross\
Pulse of the Forge --> Conditions?
Pulse of the Grid /
Reshape
Well of Lost Dreams
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 Contributions
by Hellfish » 11 Jul 2011, 17:38
And a shor list for Fifth Dawn.
- Code: Select all
Desecration Elemental
Ensouled Scimitar (Questionable. I don't know if we've addressed animating equipped equipment)
Eyes of the Watcher
Infused Arrows
Rain of Rust
Rude Awakening
Salvaging Station
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 Contributions
by friarsol » 13 Jul 2011, 04:09
Ice Age. As par for this set, some of these are tough to script, or might not quite be there. I tried to give a few notes, but there were also a fair amount that should be straightforward, but we just didn't have enough blocks in place for them
- Code: Select all
Aggression
Arcum's Weathervane (can I animate Snow?)
Balduvian Hydra
Battle Cry (UntapAll + Effect w/ Trigger)
Breath of Dreams (We can grant Cum. Upkeep right?)
Cloak of Confusion
Cold Snap
Earthlore
Elvish Healer
Essence Filter
Forgotten Lore
Fumarole
Fylgja
Gaze of Pain
Goblin Lyre
Goblin Sappers
Goblin Snowman
Hot Springs
Icy Prison (Journey to Nowhere + Upkeep?)
Infinite Hourglass
Johtull Wurm (i think this could work)
Justice (i think this could work)
Kjeldoran Elite Guard
Kjeldoran Frostbeast
Kjeldoran Guard
Krovikan Sorcerer
Krovikan Vampire (hmmm maybe?)
Mountain Titan
Mystic Might
Orcish Squatters
Phantasmal Mount
Shyft
Spoils of Evil
Touch of Vitae
Venomous Breath
Whiteout
Withering Wisps (this might work, Pestilence with a weird activation restriction)
Word of Undoing
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Re: Card Contributions
by ArsenalNut » 23 Jul 2011, 15:31
Here's the code for Bramblewood Paragon. There are several cards from the Morningtide set with similiar abilities that I will also try.
- Code: Select all
Name:Bramblewood Paragon
ManaCost:1 G
Types:Creature Elf Warrior
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Warrior+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Warrior creature you control enters the battlefield with an additional +1/+1 counter on it. | Static$ True
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
S:Mode$ Continuous | Affected$ Creature.YouCtrl+countersGE1P1P1 | AddKeyword$ Trample | Description$ Each creature you control with a +1/+1 counter on it has trample.
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/bramblewood_paragon.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/115.jpg
End
Last edited by ArsenalNut on 24 Jul 2011, 07:42, edited 1 time in total.
So many cards, so little time
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Re: Card Contributions
by ArsenalNut » 24 Jul 2011, 05:18
A couple more cards from Morningtide
Oona's Blackguard
Sage of Fables
Note: The +1/+1 counter removal for the second ability is not strictly a cost, but the card plays like it is since you have to pick a valid target for counter removal before you pay the mana cost.
Oona's Blackguard
- | Open
- Name:Oona's Blackguard
ManaCost:1 B
Types:Creature Faerie Rogue
Text:no text
PT:1/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Rogue+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Rogue creature you control enters the battlefield with an additional +1/+1 counter on it. | Static$ True
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl+countersGE1P1P1 | ValidTarget$ Opponent | TriggerZones$ Battlefield | CombatDamage$ True | Execute$ TrigDiscardOpp | TriggerDescription$ Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
SVar:TrigDiscardOpp:AB$Discard | Cost$ 0 | Defined$ Opponent | NumCards$ 1 | Mode$ TgtChoose
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/oonas_blackguard.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/72.jpg
End
Sage of Fables
- | Open
- Name:Sage of Fables
ManaCost:2 U
Types:Creature Merfolk Wizard
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Wizard+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it. | Static$ True
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
A:AB$ RemoveCounter | Cost$ 2 | ValidTgts$ Creature.countersGE1P1P1+YouCtrl | TgtPrompt$ Select target creature | CounterType$ P1P1 | CounterNum$ 1 | SpellDescription$ 2, Remove a +1/+1 counter from a creature you control: Draw a card.| SubAbility$ SVar=DrawCard
SVar:DrawCard:DB$Draw | NumCards$ 1
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sage_of_fables.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/47.jpg
End
Note: The +1/+1 counter removal for the second ability is not strictly a cost, but the card plays like it is since you have to pick a valid target for counter removal before you pay the mana cost.
Last edited by ArsenalNut on 24 Jul 2011, 07:41, edited 1 time in total.
So many cards, so little time
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Re: Card Contributions
by Sloth » 24 Jul 2011, 06:53
The first abilities still need the "Static$ True" parameter. Sage of Fables is not ok this way, the player can activate the ability multiple times with only a single +1/+1 counter.ArsenalNut wrote:A couple more cards from Morningtide
Oona's Blackguard
- | Open
- Name:Oona's Blackguard
ManaCost:1 B
Types:Creature Faerie Rogue
Text:no text
PT:1/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Rogue+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Rogue creature you control enters the battlefield with an additional +1/+1 counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl+countersGE1P1P1 | ValidTarget$ Opponent | TriggerZones$ Battlefield | CombatDamage$ True | Execute$ TrigDiscardOpp | TriggerDescription$ Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
SVar:TrigDiscardOpp:AB$Discard | Cost$ 0 | Defined$ Opponent | NumCards$ 1 | Mode$ TgtChoose
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/oonas_blackguard.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/72.jpg
End
Sage of Fables
- | Open
- Name:Sage of Fables
ManaCost:2 U
Types:Creature Merfolk Wizard
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Wizard+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
A:AB$ RemoveCounter | Cost$ 2 | ValidTgts$ Creature.countersGE1P1P1+YouCtrl | TgtPrompt$ Select target creature | CounterType$ P1P1 | CounterNum$ 1 | SpellDescription$ 2, Remove a +1/+1 counter from a creature you control: Draw a card.| SubAbility$ SVar=DrawCard
SVar:DrawCard:DB$Draw | NumCards$ 1
SVar:RemRandomDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sage_of_fables.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/47.jpg
End
Note: The +1/+1 counter removal for the second ability is not strictly a cost, but the card plays like it is since you have to pick a valid target for counter removal before you pay the mana cost.

Otherwise good work ArsenalNut.
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Re: Card Contributions
by ArsenalNut » 24 Jul 2011, 07:46
Edited all the card to add "Static$ True". I missed that little loop hole when I tested Sage of FablesSloth wrote:The first abilities still need the "Static$ True" parameter. Sage of Fables is not ok this way, the player can activate the ability multiple times with only a single +1/+1 counter.![]()
Otherwise good work ArsenalNut.

So many cards, so little time
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