208.4. Effects that set a creature’s power and/or toughness to specific
values may refer to that creature’s
“base power,” “base toughness,” or “base power and toughness.” Other
continuous effects may
further modify the creature’s power and toughness. See rule 613,
“Interaction of Continuous
Effects.”
maxcast(*)0 - checks for the current action player of that turn, but
when you passes the turn to the opponent, you can cast instant or cards
with flash instead because you are not the current player, it mustcheck
the controller of the card with play restriction if he can play it or
not whether it your turn or the opponents turn.
serum powder second ability...
Any time you could mulligan and Serum Powder is in your hand, you may
exile all the cards from your hand, then draw that many cards.
Get rid of common code
Better naming of zone (where we put spell after countering)
More generic syntax: fizzleto(X) where X in [hand, exile, librarytop]
which will give more flexibility later
added
"whenever a creature enters the battlefield you may pay {1}, if you do gain one life"
conditional may pay({cost}) effect
this version is a super type ability, and can only be used in certain combos.
to nest you will need to use it in its subtype pay[[{cost}]] effect
pay keyword can have sideeffects coded as follows
pay[[{1}]] life:1?life:-1
pay one mana and gain 1 life, if you dont then you lose one life. notice no space between the abilities and the question mark.
added castcard()
a method to cast a targeted card, this contains the following subkeywords which can be used in combinations
(normal)
(restricted)
(copied)
(noevent)
castcard(restricted copied noevent) for example will cast a card that is a copy or the spell without sending a cast event only when the spell is castable.
"normal" subkeyword cast the actual spell, not a copy.
extended the use of exiledeath to everyzone, any card going from any zone to graveyard is placed in exile if it has exiledeath.
limited swipe left to open hand only when hand is closed view.
"moveto(" can now be named.
example:
[card]
name=AEther Burst
target=<plusonetype:AEther Burst:graveyard>creature|battlefield
auto=moveto(ownerhand)
text=Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you cast AEther Burst.
mana={1}{U}
type=Instant
[/card]
[card]
name=Vitalizing Cascade
auto=life:Xplusthree
text=You gain X plus 3 life.
mana={X}{G}{W}
type=Instant
[/card]
example usage:
auto=life:thriceX
auto=@damaged(player):life:twicethatmuch
auto=life:twicetype:creature:mybattlefield
so to code cards like Debt to the Deathless
[card]
name=Debt to the Deathless
auto=@lifeloss(opponent):life:thatmuch controller
auto=life:-twiceX opponent
text=Each opponent loses two times X life. You gain life equal to the life lost this way.
mana={X}{W}{W}{B}{B}
type=Sorcery
[/card]
opponentpoolsave(
mypoolsave(
ex:Upwelling
added a tag for mana, doesntempty
add{g}{g}{g} doesntempty
what this does is make THAT mana remain in the pool until end of turn.
ex:
Sakura-Tribe Springcaller
added
cantbeblockerof(this)<--this = the card who owns the ability.
cantbeblockerof(targetchooser) <--the target cant block anything targetable by this targetchooser.
spin engine and similar will use cantbeblockerof(this).
others were done with a workaround, which i hope will be updated soon.
"donothing"
this is to avoid using powerandtoughness 0/0 ability to mean "do nothing"
old code
[card]
name=Inquisition
target=player
auto=target(*|targetedpersonshand) 0/0
auto=foreach(*[white]|targetedpersonshand) damage:1 targetedplayer
text=Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
mana={2}{B}
type=Sorcery
[/card]
new code
[card]
name=Inquisition
target=player
auto=target(*|targetedpersonshand) donothing
auto=foreach(*[white]|targetedpersonshand) damage:1 targetedplayer
text=Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
mana={2}{B}
type=Sorcery
[/card]
auto=choice damage:1 target(creature) restriction{type(creature[blue])~morethan~1}
this choice menu will only appear is there is more than one blue creature inplay
auto=replacedraw choice damage:2
auto=replacedraw choice draw:2 noreplace
notice noreplace exempts the draw from sending a draw event. draw events and drawn events are seperate events.
added dredge and it's rules.
[card]
name=Dakmor Salvage
auto=tap
auto={t}:add{b}
dredge=dredge(2)
text=Dakmor Salvage enters the battlefield tapped. -- {T}: Add {B} to your mana pool. -- Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
type=Land
[/card]
Added variable "controllerturn", "opponentturn" -> returns integer value if its your turn then 1 if not then 0.
ex. use
restriction=during my turn
otherrestriction=during opponent turn
auto=this(variable{controllerturn}) lord(creature|mybattlefield) 8/0
auto=this(variable{opponentturn}) lord(creature|mybattlefield) 0/8
this should allow players to code cards with the detain ability of rtr correctly, as well as a handful of similar cards in the unsupported text.
detain is coded
auto={1}{t}:target(creature|opponentBattlefield) transforms((Detained,newability[cantattack],newability[cantblock],newability[noactivatedability])) uynt
enjoy