Example code:
[card]
name=Dregscape Zombie
autograveyard={B}:moveto(exile) && token(17483511) asSorcery
text=Unearth {B} ({B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
mana={1}{B}
type=Creature
subtype=Zombie
power=2
toughness=1
[/card]
[card]
name=Dregscape Zombie Unearthed
type=Creature
subtype=Zombie
abilities=haste
auto=@next end:moveTo(exile)
power=2
toughness=1
mana={1}{B}
[/card]
Added a test script for this card as an example for cards with Unearth.
Card list -> First comment
More cards with Unearth will follow tomorrow.
- Reward system in Story mode (currently, either credits or random set)
- Rules now accept for player 2 to start (see story mode "block" stage)
- Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily.
- possibility to choose an avatar for both players through the rules (see example in story mode)
Altered the code of Countersquall, Punish Ignorance and Undermine by changing "targetController" to "opponent".
This is a workaround for issue408, not a fix. I think we can live with that because no one wants to counter his own spells with Undermine, I think...
--> http://wololo.net/forum/viewtopic.php?f=21&t=1430
!!!!Many thanks to Kaioshin!!!!
One example card code:
[card]
name=Arc Lightning
target=creature,player
auto=damage:1
auto=damage:1 target(creature,player)
auto=token(-1111112)
text=Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
mana={2}{R}
type=Sorcery
[/card]
[card]
name=Arc Lightning's 3rd Damage
auto=counter(0/0,1,Arc Lightning)
auto=@damaged(creature,player):thisforeach(counter{0/0.1.Arc Lightning}>0) damage:1 target(creature,player) && counter(0/0,-1,Arc Lightning) && counter(0/0,1,Bury)
auto=thisforeach(counter{0/0.1.Bury}>0) bury
type=Nothing
id=-1111112
[/card]
This new introduced use for fullcoded tokens seems more borderline than it in fact is:
- The tokens cannot be targeted or destroyed except for their own sac-effect.
- They don't cause any effects on the board to trigger.
- The interactions with their "mothercard" cannot be interrupted.
- They are invisible (this is true for most of the cards), because they exist as short as a permanent can exist, vanishing immediately after entering the board.
I couldn't believe it when I saw this way of coding the first time, but it just works wonderfully! Very few people will recognize any difference between this and the usually coded cards.
THIS ADDITION DOES NOT CAUSE TEST SUITE TO CRASH!! ;)
Card List -> First Comment
- fixed bugs introduced in revision 2034 (Giant Growth)
- Extended Story mode xml: much easier to write basic thing, font selection, possibility to position answers, answers now in correct order
- moved story in the menu because it is not major for now
Added SHM,EVE,ALA,ARB and CFX
Was a pain, some sets were added "partially" so I had to review them completly + there was some english text !!!
I also added some subtypes, for the set I added.
Fixed issue398.
Removed Silent Arbiter: This card does not work. Opponent can always attack or block with more then one creature although Silent Arbiter is on the battlefield. Closing issue400.
- updated pt translation (thanks to almosthumane)
- Added/updated some Themes by Ilya B
- Added a random wallpaper loading at loading screen (see wallpapers.txt in Res/graphics)
- Saving decks and collection should now be a bit more secure (attempt at minimizing issue 393)
Optimized all cards with Graft.
Removed Merrow Reejerey: Permanents with two or more "may"-lines never worked because all these lines will always trigger, so you could use them all. Closing issue362.
This card cannot work for now: The engine always tries to let the "+1/+1 counter"-effect trigger first, so it tries to give a creature in a graveyard a +1/+1 counter, and this is not possible in wagic for the moment.
Closing issue306.
(winGame keyword).
Added 2 interesting draw spells (they work 100% as they should!)
Added 6 other yet undiscovered, but perfectly working cards.
Card list -> First post
- fix issue 392 (broken tests)
- Fix a bunch of memory leaks (guys please be careful!)
- Added Logging facility in JGE
- HBL Compatibility (cleaned up some code with MP3 in JGE)
- Added "winGame" ability. Currently used mostly by the story mode, but some cards could probably need it too
- Improved story mode and uncommented it from the source.
-- The current campaign is of course very basic, anybody who wants to improve it or create other ones feel free to do so
-- TODO (short term): save progress, rewards system, improve tutorial campaign
-- I'll talk a bit more about this on the forums/email after a night of sleep
- Several creatures with upkeep costs.
- Almost all creatures with Echo.
- Force of Nature and Lord o f the Pit are softcoded now.
Card list -> First comment
Fixed issue389.
upcost[cost[,phase]] effect
cost is any cost that you might use for an auto line, including sacrifice and counters, phase is optional and defaults to upkeep, phase can have an optional prefix next which will make it so you only need to pay the cost once.
Effect is any effect that can go in an auto line and only goes off if cost is not paid during phase. For example, force of nature would be: auto=upcost[{G}{G}{G}{G}] damage:4 controller.
goblin patrol would have: auto=upcost[{R},next upkeep] moveto(mygraveyard)
Activated abilities with {X}-costs that have a target don't work yet.
Card list -> First comment
Fixed issue386. It was just a little typo in Nekrataals autoline.
Most of the cards are based on the last adds by salmelo, while some few cards could have been added for half a year or more.
2 weeks of intensive testing are over, and I think all cards will do what they should but if you still find something discussable after testing them by yourself, plz post it here!
Card list -> First post.
use "trigger" inside target code of triggered ability.
does not work with @each and @next.
@damaged can use trigger[to] and trigger[from] to specify the target or source of the damage, respectively.
Adds cards:
Aether Flash
Bramblewood Paragon
In the Web of War
Juniper Order Ranger
Mortuary
Primal Forcemage
Fungus Sliver
Simic Initiate
as well as a test file for feral hydra, missing from my last commit.
and daily build.