Dark Ascension spoiler season
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Re: Dark Ascension spoiler season
by friarsol » 23 Jan 2012, 21:47
Fires of Undeath NumDmg doesn't match its description.
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Re: Dark Ascension spoiler season
by ArsenalNut » 24 Jan 2012, 03:51
- Faith's Shield | Open
- Name:Faith's Shield
ManaCost:W
Types:Instant
Text:no text
A:SP$ Protection | Cost$ W | CheckSVar$ FatefulHour | SVarCompare$ GT5 | ValidTgts$ Permanent.YouCtrl | TgtPrompt$ Select target permanent you control | Gains$ Choice | Choices$ AnyColor | SpellDescription$ Target permanent you control gains protection from the color of your choice until end of turn.
A:SP$ ChooseColor | Cost$ W | CheckSVar$ FatefulHour | SVarCompare$ LE5 | Defined$ You | AILogic$ MostProminentAttackers | SubAbility$ DBProtection | SpellDescription$ Fateful Hour - If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
SVar:DBProtection:DB$ ProtectionAll | ValidCards$ Permanent.YouCtrl | ValidPlayers$ You | Gains$ ChosenColor
SVar:FatefulHour:Count$YourLifeTotal
SVar:RemAIDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/faiths_shield.jpg
End
I used ChooseColor instead of the "Gains$ Choice" in the ProtectionALL since the AI logic in ChooseColor is more fleshed out.
So many cards, so little time
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Re: Dark Ascension spoiler season
by moomarc » 24 Jan 2012, 08:45
We have 120 of the 158 Dark Ascension cards scripted so far (including reprints) so to make it easier to find the last unscripted cards I've updated the claimed cards page a little. White is complete and the 'other' category is as far as we can take it for now (the last artifact needs mana use restrictions, and the last multicolor card needs ability copying).
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Re: Dark Ascension spoiler season
by ZzzzSleep » 24 Jan 2012, 13:04
The entry on the stack looks a bit odd (I think it's due to not knowing how many cards will be drawn while it's on the stack), but this seems to work.
It's Shattered Perception! (Like Tolarian Winds, but slower and flashbackier!)
It's Shattered Perception! (Like Tolarian Winds, but slower and flashbackier!)
- Shattered Perception | Open
- Code: Select all
Name:Shattered Perception
ManaCost:2 R
Types:Sorcery
Text:no text
A:SP$ Discard | Cost$ 2 R | Defined$ You | RememberDiscarded$ True | Mode$ Hand | SubAbility$ DBDraw | SpellDescription$ Discard all the cards in your hand, then draw that many cards.
SVar:DBDraw:DB$ Draw | Defined$ You | NumCards$ X | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Remembered$Amount
K:Flashback 5 R
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
End
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Re: Dark Ascension spoiler season
by ArsenalNut » 25 Jan 2012, 05:40
Between new scripts and reprints, 145 of the 158 cards in the set are done (~92%).
Here's the list of what's missing and my notes on why
White
=============
nothing missing
Blue
=============
1) Call to the Kindred - cannot compare creature type of enchanted to other card
2) Counterlash - could not do the cast from hand correctly
3) Curse of Echoes - copy spell not working
4) Dungeon Geists - could not figure out way to let target creature untap when control lost
Black
=============
1) Curse of Misfortunes - attaching to same player is problematic, the other other aspect of finding cards is not too hard to code.
2) Deadly Allure - "must be blocked" not supported
3) Fiend of the Shadows - cannot play opponent's cards. Looked like fairly big changes to make this work.
Red
=============
1) Alpha Brawl - double target not scriptable
2) Blood Feud - double target not scriptable
3) Hinterland Hermit // Hinterland Scourge - "must be blocked" not supported
4) Increasing Vengeance - copy spell not working
Green
=============
nothing missing
MultiColored
=============
1) Havengul Lich - cannot copy activated abilities
Artifact
=============
1) Altar of the Lost - no mana restrictions
Land
=============
nothing missing
I am going to look at extending "sharesCreatureTypeWith" similar to "SharesColorWith" in order to do Call to the Kindred.
Here's the list of what's missing and my notes on why
White
=============
nothing missing

Blue
=============
1) Call to the Kindred - cannot compare creature type of enchanted to other card
2) Counterlash - could not do the cast from hand correctly
3) Curse of Echoes - copy spell not working
4) Dungeon Geists - could not figure out way to let target creature untap when control lost
Black
=============
1) Curse of Misfortunes - attaching to same player is problematic, the other other aspect of finding cards is not too hard to code.
2) Deadly Allure - "must be blocked" not supported
3) Fiend of the Shadows - cannot play opponent's cards. Looked like fairly big changes to make this work.
Red
=============
1) Alpha Brawl - double target not scriptable
2) Blood Feud - double target not scriptable
3) Hinterland Hermit // Hinterland Scourge - "must be blocked" not supported
4) Increasing Vengeance - copy spell not working
Green
=============
nothing missing

MultiColored
=============
1) Havengul Lich - cannot copy activated abilities
Artifact
=============
1) Altar of the Lost - no mana restrictions
Land
=============
nothing missing

I am going to look at extending "sharesCreatureTypeWith" similar to "SharesColorWith" in order to do Call to the Kindred.
So many cards, so little time
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Re: Dark Ascension spoiler season
by ArsenalNut » 25 Jan 2012, 06:44
- Dungeon Geists | Open
- Name:Dungeon Geists
ManaCost:2 U U
Types:Creature Spirit
Text:no text
PT:3/3
K:Flying
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigTap | TriggerDescription$ When CARDNAME enters the battlefield, tap target creature an opponent controls. That creature doesn't untap for as long as you control CARDNAME.
SVar:TrigTap:AB$ Tap | Cost$ 0 | ValidTgts$ Creature.YouDontCtrl | TgtPrompt$ Select target creature an opponent controls | RememberTargets$ True
S:Mode$ Continuous | Affected$ Creature.IsRemembered | AddHiddenKeyword$ HIDDEN This card doesn't untap during your next untap step. | CheckSVar$ X | SVarCompare$ EQ0
SVar:X:Count$Valid Card.Self+OwnerDoesntControl
SVar:RemAIDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/dungeon_geists.jpg
End
Not sure if this is right. What is suppose to happen in this scenario? I cast Dungeon Geists and tap one of my opponents creatures. At the end of my turn, my opponent casts Act of Aggression to take control of Dungeon Geists. The opponent's tapped creature untaps. My opponent attacks with that creature thus tapping it again. I regain control of Dungeon Geists at the end of turn. Does the creature untap during its controller's next untap step or not? If not, the script may correct.
So many cards, so little time
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Re: Dark Ascension spoiler season
by jeffwadsworth » 25 Jan 2012, 07:02
Too late here. Mind shot.
Need to clear the remembered card if you lose control of the Geist.
Need to clear the remembered card if you lose control of the Geist.
Last edited by jeffwadsworth on 25 Jan 2012, 07:09, edited 2 times in total.
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Re: Dark Ascension spoiler season
by Sloth » 25 Jan 2012, 07:05
Based on cards like Ice Floe i guess the effect should end when you lose control of Dungeon Geists and should not work again when you regain control.ArsenalNut wrote:
- Dungeon Geists | Open
- Name:Dungeon Geists
ManaCost:2 U U
Types:Creature Spirit
Text:no text
PT:3/3
K:Flying
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigTap | TriggerDescription$ When CARDNAME enters the battlefield, tap target creature an opponent controls. That creature doesn't untap for as long as you control CARDNAME.
SVar:TrigTap:AB$ Tap | Cost$ 0 | ValidTgts$ Creature.YouDontCtrl | TgtPrompt$ Select target creature an opponent controls | RememberTargets$ True
S:Mode$ Continuous | Affected$ Creature.IsRemembered | AddHiddenKeyword$ HIDDEN This card doesn't untap during your next untap step. | CheckSVar$ X | SVarCompare$ EQ0
SVar:X:Count$Valid Card.Self+OwnerDoesntControl
SVar:RemAIDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/dungeon_geists.jpg
End
Not sure if this is right. What is suppose to happen in this scenario? I cast Dungeon Geists and tap one of my opponents creatures. At the end of my turn, my opponent casts Act of Aggression to take control of Dungeon Geists. The opponent's tapped creature untaps. My opponent attacks with that creature thus tapping it again. I regain control of Dungeon Geists at the end of turn. Does the creature untap during its controller's next untap step or not? If not, the script may correct.
You can only control permanents on the battlefield and spells on the stack.jeffwadsworth wrote:Hmm. People are saying that this card needs to stay in play to work. I don't think that is true. It states as long as you control it. It could be in any zone in that case, correct?
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Re: Dark Ascension spoiler season
by moomarc » 25 Jan 2012, 07:26
Thanks ArsenalNut. I've added this to the bottom of the wiki page as well.ArsenalNut wrote:Between new scripts and reprints, 145 of the 158 cards in the set are done (~92%).
Then with regards to Dungeon Geist, I asked at MTGSalvation but the answers were not unanimous. The first one though seems fairly official and lists all the rulings for the set.
- From the FAQ & Rules Update thread (probably the correct answer then) | Open
- Dungeon Geists
{U}{U}
Creature -- Spirit
3/3
Flying
When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists.
* If another player gains control of Dungeon Geists, the creature will no longer be affected by the ability preventing it from untapping, even if you later regain control of Dungeon Geists.
* If you gain control of the creature that's being prevented from untapping, that creature won't untap during your untap step for as long as you control Dungeon Geists.
-----
- Rules question thread | Open
- You cast Geists, targeting their creature. This happens normally.
EOT, act of aggression
Opponents tapped creature untaps normally. Opponent atacks with it, thus tapping it.
Geists comes back under your control, and still has it's "as long as you control me" static ability. thus as long as you control geists, it nolonger untaps. as normal.
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Re: Dark Ascension spoiler season
by moomarc » 25 Jan 2012, 07:57
Here's the definitive answer with relevant rules:
Ravarshi wrote:Geists comes back under your control, and still has it's "as long as you control me" static ability. thus as long as you control geists, it nolonger untaps. as normal.
No.
The Geists' ability creates a continuous effect with a specified duration; the end of that duration is the moment you no longer control the Dungeon Geists. When you regain control of the Dungeon Geists, there is no rule and no text on the card which says to restart the effect, so the effect does not restart. The creature will continue to untap as normal. See this rule:611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as "until end of turn"). If no duration is stated, it lasts until the end of the game.
This is also covered in the Dark Ascension FAQ:If another player gains control of Dungeon Geists, the creature will no longer be affected by the ability preventing it from untapping, even if you later regain control of Dungeon Geists.
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Re: Dark Ascension spoiler season
by friarsol » 25 Jan 2012, 13:15
Alpha Brawl doesn't have double targeting. You target the "Alpha Male" it deals damage to each other creature that player controls. Then all of those creatures deal damage to the Alpha Male.
Blood Feud might be doable if we have an AF_Fights. You need to target two creatures. And they do damage to each other simultaneously. So it would just be SP$ Fight | ValidTgts$ Creature | MinTargets$ 2 | MaxTargets$ 2 | Fighters$ Targeted
Blood Feud might be doable if we have an AF_Fights. You need to target two creatures. And they do damage to each other simultaneously. So it would just be SP$ Fight | ValidTgts$ Creature | MinTargets$ 2 | MaxTargets$ 2 | Fighters$ Targeted
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Re: Dark Ascension spoiler season
by Iran » 25 Jan 2012, 13:21
Among these cards the most expected for me is Curse of Misfortunes.ArsenalNut wrote:Between new scripts and reprints, 145 of the 158 cards in the set are done (~92%).
Here's the list of what's missing and my notes on why
White
=============
nothing missing![]()
Blue
=============
1) Call to the Kindred - cannot compare creature type of enchanted to other card
2) Counterlash - could not do the cast from hand correctly
3) Curse of Echoes - copy spell not working
4) Dungeon Geists - could not figure out way to let target creature untap when control lost
Black
=============
1) Curse of Misfortunes - attaching to same player is problematic, the other other aspect of finding cards is not too hard to code.
2) Deadly Allure - "must be blocked" not supported
3) Fiend of the Shadows - cannot play opponent's cards. Looked like fairly big changes to make this work.
Red
=============
1) Alpha Brawl - double target not scriptable
2) Blood Feud - double target not scriptable
3) Hinterland Hermit // Hinterland Scourge - "must be blocked" not supported
4) Increasing Vengeance - copy spell not working
Green
=============
nothing missing
MultiColored
=============
1) Havengul Lich - cannot copy activated abilities
Artifact
=============
1) Altar of the Lost - no mana restrictions
Land
=============
nothing missing
I am going to look at extending "sharesCreatureTypeWith" similar to "SharesColorWith" in order to do Call to the Kindred.
With this card I can do a Curse Deck.

Great work

Re: Dark Ascension spoiler season
by moomarc » 25 Jan 2012, 13:43
I saw that as well but still can't figure out how to make each of those other creatures the damage sources. As far as I know the DamageSource param won't accept Targeted.Other+TargetedPlayerCtrl or whatever it would be. And beyond that, how do you check the power of those cards individually?friarsol wrote:Alpha Brawl doesn't have double targeting. You target the "Alpha Male" it deals damage to each other creature that player controls. Then all of those creatures deal damage to the Alpha Male.
Blood Feud might be doable if we have an AF_Fights. You need to target two creatures. And they do damage to each other simultaneously. So it would just be SP$ Fight | ValidTgts$ Creature | MinTargets$ 2 | MaxTargets$ 2 | Fighters$ Targeted
-Marc
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Re: Dark Ascension spoiler season
by friarsol » 25 Jan 2012, 15:02
I don't know if it's doable, just saying the reasoning why it isn't is incorrect.moomarc wrote:I saw that as well but still can't figure out how to make each of those other creatures the damage sources. As far as I know the DamageSource param won't accept Targeted.Other+TargetedPlayerCtrl or whatever it would be. And beyond that, how do you check the power of those cards individually?
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