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.
- 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
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.
It fixes several problems with the newly introduced improvements concerning Counters.
Added 8 successfully tested cards, 1 of them is DARK DEPTHS!
Daily_Build update
Complete list in the first comment.
Salmelo:"Here is another patch, this time adding counters to target specifications, so now you should be able to target things with counters on them as well as use counters for criterion for Lord, aslongas, foreach, etc.
I had to muddle the syntax a little bit though, so heres an example, taken from gwafa hazid, whom I added to the primitives to test with.
lord(creature[counter{0/0.1.Bribe}]|opponentbattlefield) cantattack
obviously the part we are worried about is the counter part, note that those are curly braces { } and periods . instead of parentheses ( ) and commas , this is so that it does not conflict with how targets are normally parsed, which it did before I changed those. Counters still work the same way everywhere else though, you only need to use { } and periods in target code.
Also, you can use counter{any} to specify that it should look for things with any kind of counter on them, not just specific ones, this is used by Kulrath Knight, for example.
I also consolidated most of the code used to parse counter specifications, as it seemed unnecessary duplicating it three times.
Anyway, aside from this major addition, I also added Gwafa Hazid, Profiteer; and Kulrath Knight to the primitives, as well as a test file for each to make sure it worked.
Hopefully y'all will find this patch useful.
Oh, and I should point out that it only works with one Counter in the target specification, i imagine if you put two in the same one then it would either overwrite the first with the second or merge them into some sort of hybrid counter monstrosity, either way, I wouldn't suggest it. "
Cards with vanishing are also codable now. Have a look at the comments for explanation.
daily_build.
- Added remove/add counters as a cost, patch by Salmelo, thanks man!. See primitives/mtg.txt -> Thallid to see how it works
- added test for i286 by salmelo
- added basic display for counters (this needs improvement) by salmelo
- fix for issue 301 (creatures go to graveyard)
- This adds an important change to "movedTo", which now accepts a "full" target description in both "from" and "movedTo". The point is that a card does not move to "creature|graveyard" from "battlefield" but moves from "creature|battlefield" to "graveyard".
- fix issue 153 (Tokens should go to graveyard)
- "token" keyword can now be used in the parser with things such as Creature[-token] for "noncreature token"
- Let's stop using "token" as a type
Notes to programmers:
1. This feature uses an awful lot of copy-pasta, using "protetcion from()" as a base. While I'm learning the architecture, it's easier for me to have a dedicated single-purpose piece of code to work with, than trying to create multi-purpose code. I'm aware that this isn't a very elegant approach though, and I hope to be able to refactor additions like this into multi-purpose code once I have a better understanding of the architecture as a whole.
2. Please check the questions I'll add in my next code comments, specifically about AI integration and activated abilities / instants / sorceries.
3. I did have a crash (with the debugger complaining about stack corruption around the cd variable) during testing. I wasn't able to reproduce it though. I did have to clean the solution in-between when I updated to the primitives system, so perhaps there was this cleaning solved whatever corruption was in my files. I'm mentioning the issue in case someone has an idea on where my code might be risky (I'm still probne to making beginners mistakes).
Thanks to TheDark for the bug report on Urza's lands.
Note that the lands still don't work entirely correct, they give you the option to tap them for one mana even when they shouldn't anymore. This can be fixed when aslongas(cards) <1 is working.