convert Glint Hawk ETB to scripted trigger

This commit is contained in:
ArsenalNut
2012-02-07 04:23:01 +00:00
parent 192ce08779
commit 33c90e2015
2 changed files with 8 additions and 2 deletions

View File

@@ -1,10 +1,14 @@
Name:Glint Hawk Name:Glint Hawk
ManaCost:W ManaCost:W
Types:Creature Bird Types:Creature Bird
Text:When CARDNAME enters the battlefield, sacrifice it unless you return an artifact you control to its owner's hand. Text:no text
PT:2/2 PT:2/2
K:Flying K:Flying
#TODO - ETB trigger is hard-coded T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigChangeZone | TriggerDescription$ When CARDNAME enters the battlefield, sacrifice it unless you return an artifact you control to its owner's hand.
SVar:TrigChangeZone:AB$ ChangeZone | Cost$ 0 | Origin$ Battlefield | Destination$ Hand | Hidden$ True | ChangeType$ Artifact.YouCtrl | RememberChanged$ True | SubAbility$ DBSac
SVar:DBSac:DB$ Sacrifice | Cost$ 0 | Defined$ Self | SubAbility$ DBCleanup | ConditionCheckSVar$ X | ConditionSVarCompare$ LT1
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Remembered$Amount
SVar:RemAIDeck:True SVar:RemAIDeck:True
SVar:Rarity:Common SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/glint_hawk.jpg SVar:Picture:http://www.wizards.com/global/images/magic/general/glint_hawk.jpg

View File

@@ -2410,6 +2410,7 @@ public class CardFactoryCreatures {
} // *************** END ************ END ************************** } // *************** END ************ END **************************
// *************** START *********** START ************************** // *************** START *********** START **************************
/*
else if (cardName.equals("Glint Hawk")) { else if (cardName.equals("Glint Hawk")) {
final SpellAbility sacOrNo = new Ability(card, "") { final SpellAbility sacOrNo = new Ability(card, "") {
@@ -2465,6 +2466,7 @@ public class CardFactoryCreatures {
card.addComesIntoPlayCommand(comesIntoPlay); card.addComesIntoPlayCommand(comesIntoPlay);
} // *************** END ************ END ************************** } // *************** END ************ END **************************
*/
// *************** START *********** START ************************** // *************** START *********** START **************************