Cards that check the colors of mana that lands on the opponent battlefield crashes the game, hard to reproduce but happens often enought that I decided to remove them. Minor fixes in set and Major fixes in WAR primitives
40 lines
2.4 KiB
Plaintext
40 lines
2.4 KiB
Plaintext
# Important note:
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# Macros are *global*, it doesn't matter where they are defined
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# Macro names are case insensitive, and the replacement algorithm does an exact match inside a string
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# it means that if you have a macro named MACRO and a macro named MACRO2, you'll run into trouble because MACRO2 will match MACRO
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# Because of that, you need to use a unique delimiter at the beginning and the end of a macro, I personally use "__"
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#
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# Limitations: parameter inside macro must not contian ")"
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# Standard Cycling
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#AUTO_DEFINE __CYCLING__($cost) $cost{cycle}:name(cycling) draw:1
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# Basic Landcycling
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#AUTO_DEFINE __BASIC_LANDCYCLING__($cost) $cost{cycle}:name(basic landcycling) moveTo(myhand) target(land[basic]|mylibrary)
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# Fabricate
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#AUTO_DEFINE _FABRICATE_($c) transforms((,newability[choice counter(1/1.$c)],newability[choice create(Servo:Artifact Creature Servo:1/1)*$c])) ueot
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# Dies, Evergreen
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#AUTO_DEFINE _DIES_ @movedTo(this|mygraveyard) from(battlefield):
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# Scry, Evergreen
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#AUTO_DEFINE _SCRY_($c) scry:$c scrycore delayed dontshow donothing scrycoreend scryend
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# Amass, Set WAR
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#AUTO_DEFINE _AMASS_($c) if type(army|mybattlefield)~morethan~0 then counter(1/1,$c) notATarget(army|myBattlefield) else create(Zombie Army:creature Zombie Army:0/0:black) and!(counter(1/1,$c) notATarget(army|myBattlefield))!
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# Ascend, Set XLN
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#AUTO_DEFINE _ASCEND_ if type(*[city's_blessing]|mybattlefield)~lessthan~1 then transforms((,newability[if type(*|mybattlefield)~morethan~9 then create(city's_blessing:city's_blessing:0/0:shroud:indestructible)]))
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# Effect with the City's blessing, Set XLN
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#AUTO_DEFINE _CITY'S_BLESSING_ aslongas(*[city's_blessing]|mybattlefield)>0
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# Treasure token, Set XLN
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#AUTO_DEFINE _TREASURE_ create(Treasure:Artifact Treasure:0/0:"{T}, Sacrifice this artifact: Add one mana of any color.") and!( transforms((,newability[{T}{S}:Add{W}],newability[{T}{S}:Add{U}],newability[{T}{S}:Add{R}],newability[{T}{S}:Add{B}],newability[{T}{S}:Add{G}])) forever )!
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# Proliferate, still need to target players since the old code doesn't work (*[artifact;creature;...;players]) just let you target creature and player
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#AUTO_DEFINE _PROLIFERATE_ name(proliferate) notatarget(<anyamount>*) proliferate
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# Mentor, still not working with enhancements, pump effects
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#AUTO_DEFINE _MENTOR_ @combat(attacking) source(this):counter(1/1,1) target(other creature[attacking;power<=pminus1minusend]|myBattlefield) |