add remake keyword
alternative for becomes for use inside transforms... ex. emblem transforms((,newability[target(land) remake(creature:1/2:red)])) forever dontremove
This commit is contained in:
@@ -47411,7 +47411,7 @@ toughness=2
|
|||||||
[card]
|
[card]
|
||||||
name=Goblin Spymaster
|
name=Goblin Spymaster
|
||||||
abilities=first strike
|
abilities=first strike
|
||||||
auto=@each opponent end:create(Goblin:Creature Goblin:1/1:red) and!( transforms((,newability[lord(creature|mybattlefield) mustattack])) forever )! opponent
|
auto=@each opponent end:token(Goblin,Creature Goblin,1/1,red) and!( transforms((,newability[lord(creature|mybattlefield) mustattack])) forever )! opponent
|
||||||
text=First strike -- At the beginning of each opponent's end step, that player creates a 1/1 red Goblin creature token with "Creatures you control attack each combat if able."
|
text=First strike -- At the beginning of each opponent's end step, that player creates a 1/1 red Goblin creature token with "Creatures you control attack each combat if able."
|
||||||
mana={2}{R}
|
mana={2}{R}
|
||||||
type=Creature
|
type=Creature
|
||||||
@@ -49532,8 +49532,9 @@ type=Instant
|
|||||||
[/card]
|
[/card]
|
||||||
[card]
|
[card]
|
||||||
name=Grip of the Roil
|
name=Grip of the Roil
|
||||||
|
target=creature
|
||||||
|
auto=freeze
|
||||||
auto=draw:1 controller
|
auto=draw:1 controller
|
||||||
auto=target(creature) freeze
|
|
||||||
text=Surge {1}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) -- Tap target creature. It doesn't untap during its controller's next untap step. -- Draw a card.
|
text=Surge {1}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) -- Tap target creature. It doesn't untap during its controller's next untap step. -- Draw a card.
|
||||||
mana={2}{U}
|
mana={2}{U}
|
||||||
other={1}{U} name(surge)
|
other={1}{U} name(surge)
|
||||||
@@ -65378,7 +65379,7 @@ toughness=7
|
|||||||
[card]
|
[card]
|
||||||
name=Liege of the Tangle
|
name=Liege of the Tangle
|
||||||
abilities=trample
|
abilities=trample
|
||||||
auto=@combatdamaged(player) from(this):may name(put awakening counters) target(<anyamount>land|mybattlefield) transforms((,newability[counter(0/0.1.Awakening)],newability[this(counter{0/0.1.Awakening}>=1) becomes(Elemental Creature)],newability[this(counter{0/0.1.Awakening}>=1) becomes(,green)],setpower=8,settoughness=8)) forever
|
auto=@combatdamaged(player) from(this):may name(put awakening counters) target(<anyamount>land|mybattlefield) transforms((,newability[counter(0/0.1.Awakening)],newability[this(counter{0/0.1.Awakening}>=1) remake(Elemental Creature:8/8:green)])) forever
|
||||||
text=Trample Whenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
|
text=Trample Whenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
|
||||||
mana={6}{G}{G}
|
mana={6}{G}{G}
|
||||||
type=Creature
|
type=Creature
|
||||||
@@ -114064,10 +114065,7 @@ toughness=6
|
|||||||
[card]
|
[card]
|
||||||
name=Swarmyard
|
name=Swarmyard
|
||||||
auto={T}:Add{1}
|
auto={T}:Add{1}
|
||||||
auto={T}:name(insect) regenerate target(insect)
|
auto={T}:regenerate target(*[insect;rat;spider;squirrel])
|
||||||
auto={T}:name(rat) regenerate target(rat)
|
|
||||||
auto={T}:name(spider) regenerate target(spider)
|
|
||||||
auto={T}:name(squirrel) regenerate target(squirrel)
|
|
||||||
text={T}: Add {1} to your mana pool. -- {T}: Regenerate target Insect, Rat, Spider, or Squirrel.
|
text={T}: Add {1} to your mana pool. -- {T}: Regenerate target Insect, Rat, Spider, or Squirrel.
|
||||||
type=Land
|
type=Land
|
||||||
[/card]
|
[/card]
|
||||||
|
|||||||
@@ -3546,6 +3546,42 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
|
|||||||
return NEW ATransformer(observer, id, card, target, stypes, sabilities,newPower,ptFound,newToughness,ptFound,vector<string>(),false,forceForever,untilYourNextTurn);
|
return NEW ATransformer(observer, id, card, target, stypes, sabilities,newPower,ptFound,newToughness,ptFound,vector<string>(),false,forceForever,untilYourNextTurn);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//Remake... (animate artifact...: Remake(Creature: manacost/manacost) - alternative
|
||||||
|
vector<string> splitRemake = parseBetween(s, "remake(", ")");
|
||||||
|
if (splitRemake.size())
|
||||||
|
{
|
||||||
|
vector<string> RemakeParameters = split(splitRemake[1], ':');
|
||||||
|
string stypes = RemakeParameters[0];
|
||||||
|
string newPower = "";
|
||||||
|
string newToughness = "";
|
||||||
|
bool ptFound = false;
|
||||||
|
if(RemakeParameters.size() >1)
|
||||||
|
{
|
||||||
|
vector<string> pt = split(RemakeParameters[1], '/');
|
||||||
|
if(pt.size() > 1)
|
||||||
|
{
|
||||||
|
newPower = pt[0];
|
||||||
|
newToughness = pt[1];
|
||||||
|
ptFound = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
string sabilities = "";
|
||||||
|
unsigned int RemakeSize = ptFound?2:1;
|
||||||
|
if(RemakeParameters.size() > RemakeSize)
|
||||||
|
{
|
||||||
|
for(unsigned int i = RemakeSize;i < RemakeParameters.size();i++)
|
||||||
|
{
|
||||||
|
sabilities.append(RemakeParameters[i].c_str());
|
||||||
|
if(i+1 < RemakeParameters.size())
|
||||||
|
sabilities.append(",");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (oneShot || forceUEOT || forceForever)
|
||||||
|
return NEW ATransformerInstant(observer, id, card, target, stypes, sabilities,newPower,ptFound,newToughness,ptFound,vector<string>(),false,forceForever,untilYourNextTurn);
|
||||||
|
|
||||||
|
return NEW ATransformer(observer, id, card, target, stypes, sabilities,newPower,ptFound,newToughness,ptFound,vector<string>(),false,forceForever,untilYourNextTurn);
|
||||||
|
}
|
||||||
|
|
||||||
//bloodthirst
|
//bloodthirst
|
||||||
vector<string> splitBloodthirst = parseBetween(s, "bloodthirst:", " ", false);
|
vector<string> splitBloodthirst = parseBetween(s, "bloodthirst:", " ", false);
|
||||||
if (splitBloodthirst.size())
|
if (splitBloodthirst.size())
|
||||||
|
|||||||
Reference in New Issue
Block a user