Dragon's Maze (DGM) 97/156

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excessum
Posts: 220
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Re: Dragon's Maze (DGM) 97/156

Post by excessum »

Another card that requires verification:

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[card]
name=Blast of Genius
auto=draw:3
auto=name(discard) notatarget(*|myhand) transforms((,newability[reject],newability[choice name(creature) damage:manacost target(creature)],newability[choice name(player) damage:manacost target(player)]))
text=Choose target creature or player. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's converted mana cost to that creature or player.
mana={4}{U}{R}
type=Sorcery
[/card]
excessum
Posts: 220
Joined: Wed Jan 16, 2013 5:03 am
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Re: Dragon's Maze (DGM) 97/156

Post by excessum »

Here are the last two cards that I think can be supported at the moment. The "@evolve" trigger does not actually work so coding Renegade Krasis would either requiring making that particular trigger work or to figure out how to compare Renegade's P/T against new creatures.

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[card]
name=Blaze Commando
auto=@damaged(creature,player) from(instant,sorcery|mystack):token(Soldier,Creature Soldier,1/1,red,white,haste)*2
text=Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.
mana={3}{R}{W}
type=creature
subtype=Minotaur Soldier
power=5
toughness=3
[/card]

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[card]
name=Debt to the Deathless
auto=life:-x opponent
auto=life:-x opponent
auto=life:x
auto=life:x
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]
Tacoghandi
Posts: 1197
Joined: Thu Apr 28, 2011 11:34 pm

Re: Dragon's Maze (DGM) 97/156

Post by Tacoghandi »

Pyrewild Shaman and Blaze Commando are working. Though as of yet the ai can not use Pyrewild graveyard ability. Here's to hoping for that in the future. :D

Blast of Genius has one issue and that is the discarded card is the source of the damage when Blast of Genius is supposed to be the source of the damage. So Blast of Genius will not trigger cards like Blaze Commando.

Debt to the Deathless works but it is two instances of life gain and life loss when it is supposed to be one instance. This means that cards that use the codes of @lifed and similar will trigger twice from this card.
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excessum
Posts: 220
Joined: Wed Jan 16, 2013 5:03 am
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Re: Dragon's Maze (DGM) 97/156

Post by excessum »

The AI cannot use any autograveyard abilities at the moment anyway so its inability to use Pyrewild Shaman is nothing new.

Thanks for the catch on Debt, here is a fixed version that I tested with Exquisite Blood and Sanguine Blood separately to ensure that the @lifed and @lifeloss triggers are counting 2X correctly:

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[card]
name=Debt to the Deathless
auto=life:-x opponent && life:-x opponent
auto=life:x && life:x
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]
I cannot think of any way to fix the damage source for Blast of Genius as Kaervek's Purge also suffers the same problem. The transform required to get the manacost of the discarded card will inherently lose the ability to use Blast of Genius itself as a source.
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Dragon's Maze (DGM) 97/156

Post by Zethfox »

not supported
blaze commando
auto=@damaged(creature,player) from(instant,sorcery|mystack):token(Soldier,Creature Soldier,1/1,red,white,haste)*2
text=Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.
read the red carefully.
4/15/2013 Blaze Commando’s ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player and 3 damage to target creature,” Blaze Commando’s ability will trigger once and you’ll get two Soldier tokens.

its supposed to trigger only one time even if 30 creatures and 2 players were damaged. that code would trigger once per creature or player

borderline
Blast of Genius
this is great :) you can play around with "mystored" variable usage, look it up in the mtg.txt to see how its used.

[card]
name=Debt to the Deathless
auto=@lifeloss(opponent):life:thatmuch controller
auto=life:-x opponent
auto=life:-x 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]
the doubling really needs a variable keyword, this would be so easy to add so give me a day and this would will be fully supported.

4/15/2013 Pyrewild Shaman’s last ability triggers only once for each time combat damage is dealt, no matter how many creatures are dealing damage at that time.
autograveyard=@combatdamaged(player) from(creature|mybattlefield):may name(pay ability) transforms((,newability[{3}:moveto(myhand)])) forever
the may pay given here would be there even after you decided not to actually pay for it, this would also make this borderline

The "@evolve" trigger does not actually work so coding Renegade Krasis would either requiring making that particular trigger work or to figure out how to compare Renegade's P/T against new creatures. please dont. that translate into "lets make a workaround".

there is no @evolve trigger yet, you could wait until there is a trigger for it :P that is an option too. this will depend on how popular that card becomes as it is a unique card. vangevine <---uniques get added from time to time, depending on how much people request it.
kevlahnota
Posts: 619
Joined: Tue Feb 08, 2011 3:00 pm
Location: Philippines
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Re: Dragon's Maze (DGM) 97/156

Post by kevlahnota »

@zeth

do you think like twice=false, thrice=false variable like halfup and halfdown to multiply intvalue?

example:

auto=@lifeloss(opponent):life:thatmuch controller
auto=twicelife:-x opponent

just an idea so we can support some cards like Martyr of Sands(maybe):

auto={S}:thricelife:type:*[white]:myhand
sandman423
Posts: 806
Joined: Thu Sep 10, 2009 8:59 pm

Re: Dragon's Maze (DGM) 97/156

Post by sandman423 »

Martyr of sands would be sweet...Debt to the Deathless would be AMAZING...Couldn't you code it like Wound Reflection where they lose double life but in a Sorcery.
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Dragon's Maze (DGM) 97/156

Post by Zethfox »

Yes kf1, that's exactly how im adding it :P
excessum
Posts: 220
Joined: Wed Jan 16, 2013 5:03 am
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Re: Dragon's Maze (DGM) 97/156

Post by excessum »

Regarding Pyrewild Shaman, I understand that it is only supposed to trigger once for for all damage at the same step which cannot be coded now but what does
may pay given here would be there even after you decided not to actually pay for it, this would also make this borderline
mean? The other issue with the "may pay" is that the cost and "moveto" can actually be delayed into subsequent phases instead of the combat damage phase where it should be resolved.

If the above delayed effect is an acceptable workaround, the following code for "extort" should work:

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auto=@movedto(*|mystack):{WB}:life:1 controller && life:-1 opponent limit:1
The only drawback, in addition to the ability to resolve extort in different phases from the spell, is that there is no choice menu so the player will have to conscientiously tap {WB} and select the extorting permanent to activate it.
sandman423
Posts: 806
Joined: Thu Sep 10, 2009 8:59 pm

Re: Dragon's Maze (DGM) 97/156

Post by sandman423 »

Seems like Maze's End wouldn't be hard to code...Please Add it in.
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