Example #1
0
    public AnotherCreatureEntersTheBattlefield(GameState state) {
      super(
          state,
          "Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.");
      SetGenerator thisCreature = ABILITY_SOURCE_OF_THIS;
      SetGenerator otherCreatures =
          RelativeComplement.instance(CreaturePermanents.instance(), thisCreature);
      this.addPattern(
          new SimpleZoneChangePattern(
              null, Battlefield.instance(), otherCreatures, You.instance(), false));

      SetGenerator thatCreature = NewObjectOf.instance(TriggerZoneChange.instance(This.instance()));
      SetGenerator youControl = ControlledBy.instance(You.instance());
      SetGenerator youControlUnpairedThis =
          Intersect.instance(youControl, Unpaired.instance(), thisCreature);
      SetGenerator youControlUnpairedThat =
          Intersect.instance(youControl, Unpaired.instance(), thatCreature);
      this.interveningIf = Both.instance(youControlUnpairedThis, youControlUnpairedThat);

      ContinuousEffect.Part part = new ContinuousEffect.Part(ContinuousEffectType.PAIR);
      part.parameters.put(
          ContinuousEffectType.Parameter.OBJECT, Union.instance(thisCreature, thatCreature));

      SetGenerator youControlCreatureThis = Intersect.instance(CREATURES_YOU_CONTROL, thisCreature);
      SetGenerator youControlCreatureThat = Intersect.instance(CREATURES_YOU_CONTROL, thatCreature);
      SetGenerator expires =
          Not.instance(Both.instance(youControlCreatureThis, youControlCreatureThat));
      EventFactory floatingEffect =
          createFloatingEffect(expires, "Pair this creature with that creature", part);

      this.addEffect(youMay(floatingEffect));
    }
Example #2
0
    public GrantCentaurRally(GameState state) {
      super(
          state,
          "As long as seven or more cards are in your graveyard, Centaur Chieftain has \"When Centaur Chieftain enters the battlefield, creatures you control get +1/+1 and gain trample until end of turn.\"");

      this.addEffectPart(addAbilityToObject(This.instance(), CentaurRally.class));

      this.canApply = Both.instance(this.canApply, Threshold.instance());
    }
Example #3
0
 public PrizedElephantAbility0(GameState state) {
   super(state, "Prized Elephant gets +1/+1 as long as you control a Forest.");
   this.addEffectPart(modifyPowerAndToughness(This.instance(), +1, +1));
   this.canApply =
       Both.instance(
           this.canApply,
           Intersect.instance(
               ControlledBy.instance(You.instance()), HasSubType.instance(SubType.FOREST)));
 }
Example #4
0
    public ThisEntersTheBattlefield(GameState state) {
      super(
          state,
          "When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control.");
      SetGenerator thisCreature = ABILITY_SOURCE_OF_THIS;
      this.addPattern(
          new SimpleZoneChangePattern(null, Battlefield.instance(), thisCreature, false));

      SetGenerator otherCreaturesYouControl =
          RelativeComplement.instance(CREATURES_YOU_CONTROL, thisCreature);
      SetGenerator youControl = ControlledBy.instance(You.instance());
      SetGenerator youControlUnpairedThis =
          Intersect.instance(youControl, Unpaired.instance(), thisCreature);
      SetGenerator youControlUnpairedOtherCreatures =
          Intersect.instance(Unpaired.instance(), otherCreaturesYouControl);
      this.interveningIf = Both.instance(youControlUnpairedThis, youControlUnpairedOtherCreatures);

      EventFactory choose =
          playerChoose(
              You.instance(),
              1,
              youControlUnpairedOtherCreatures,
              PlayerInterface.ChoiceType.OBJECTS,
              REASON,
              "Choose another unpaired creature you control");
      SetGenerator thatCreature = EffectResult.instance(choose);

      ContinuousEffect.Part part = new ContinuousEffect.Part(ContinuousEffectType.PAIR);
      part.parameters.put(
          ContinuousEffectType.Parameter.OBJECT, Union.instance(thisCreature, thatCreature));

      SetGenerator youControlCreatureThis = Intersect.instance(CREATURES_YOU_CONTROL, thisCreature);
      SetGenerator youControlCreatureThat = Intersect.instance(CREATURES_YOU_CONTROL, thatCreature);
      SetGenerator expires =
          Not.instance(Both.instance(youControlCreatureThis, youControlCreatureThat));
      EventFactory floatingEffect =
          createFloatingEffect(expires, "and pair this creature with the chosen creature.", part);

      this.addEffect(
          youMay(
              sequence(choose, floatingEffect),
              "You may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control."));
    }
Example #5
0
    public ChaosImpsAbility2(GameState state) {
      super(state, "Chaos Imps has trample as long as it has a +1/+1 counter on it.");

      this.addEffectPart(
          addAbilityToObject(This.instance(), org.rnd.jmagic.abilities.keywords.Trample.class));

      this.canApply =
          Both.instance(
              this.canApply,
              CountersOn.instance(This.instance(), Counter.CounterType.PLUS_ONE_PLUS_ONE));
    }