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Tweak the Pillar of the Paruns format (#11197)
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1a13dcd091
commit
1acb1d6c9a
4 changed files with 95 additions and 10 deletions
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@ -32,9 +32,10 @@ import java.util.UUID;
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* To summarize, this uses the default rules for a 1v1 limited match,
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* with two additional custom rules: <p>
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* -> At the beginning of each player's first main phase, that player
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* conjure into play a Pillar of the Paruns. This does count as a
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* land drop for the turn. <p>
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* -> The starting hand size is 6, not 7.
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* conjure into play a custom version of Pillar of the Paruns. This
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* does count as a land drop for the turn. The custom Pillar has
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* hexproof and gain "{T}: add {1}."<p>
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* -> The starting hand size is 6, and the starting life count is 25.
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* <p> <p>
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* I did took the inspiration for the mode from this cube list (not
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* sure it is the original source for the idea, but i did not found
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@ -49,7 +50,7 @@ import java.util.UUID;
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public class CustomPillarOfTheParunsDuel extends GameImpl {
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public CustomPillarOfTheParunsDuel(MultiplayerAttackOption attackOption, RangeOfInfluence range, Mulligan mulligan) {
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super(attackOption, range, mulligan, 20, 40, 6);
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super(attackOption, range, mulligan, 25, 40, 6);
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}
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@Override
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@ -57,7 +58,10 @@ public class CustomPillarOfTheParunsDuel extends GameImpl {
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super.init(choosingPlayerId);
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getPlayers().forEach((playerId, p) -> {
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addDelayedTriggeredAbility(new AtTheBeginOfPlayerFirstMainPhase(playerId, "Pillar of the Paruns"), null);
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addDelayedTriggeredAbility(
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new AtTheBeginOfPlayerFirstMainPhase(playerId, "C-Pillar of the Paruns"),
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null // TODO: Not sure how to mock something to be displayed instead.
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);
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});
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state.getTurnMods().add(new TurnMod(startingPlayerId).withSkipStep(PhaseStep.DRAW));
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@ -89,28 +93,28 @@ class InitPillarOfTheParunsEffect extends OneShotEffect {
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private UUID playerId;
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private String cardName;
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InitPillarOfTheParunsEffect(UUID playerId, String cardName){
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InitPillarOfTheParunsEffect(UUID playerId, String cardName) {
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super(Outcome.PutLandInPlay);
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this.playerId = playerId;
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this.cardName = cardName;
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this.staticText = "conjure " + cardName + " in play. It does count as a land played for the turn.";
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}
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private InitPillarOfTheParunsEffect(final InitPillarOfTheParunsEffect effect){
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private InitPillarOfTheParunsEffect(final InitPillarOfTheParunsEffect effect) {
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super(effect);
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this.playerId = effect.playerId;
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this.cardName = effect.cardName;
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}
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@Override
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public InitPillarOfTheParunsEffect copy(){
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public InitPillarOfTheParunsEffect copy() {
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return new InitPillarOfTheParunsEffect(this);
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}
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@Override
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public boolean apply(Game game, Ability source){
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public boolean apply(Game game, Ability source) {
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Player player = game.getPlayer(playerId);
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if(player == null){
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if (player == null) {
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return false;
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}
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