forked from External/mage
Added Boiling Seas, Cephalid Constable, Devastating Dreams and Life and Limb.
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7 changed files with 553 additions and 2 deletions
115
Mage.Sets/src/mage/sets/judgment/CephalidConstable.java
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115
Mage.Sets/src/mage/sets/judgment/CephalidConstable.java
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package mage.sets.judgment;
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import java.util.UUID;
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import mage.MageInt;
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import mage.abilities.Ability;
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import mage.abilities.TriggeredAbilityImpl;
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import mage.abilities.effects.common.ReturnToHandTargetEffect;
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import mage.cards.CardImpl;
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import mage.constants.CardType;
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import mage.constants.Rarity;
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import mage.constants.Zone;
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import mage.filter.FilterPermanent;
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import mage.filter.predicate.permanent.ControllerIdPredicate;
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import mage.game.Game;
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import mage.game.events.DamagedPlayerEvent;
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import mage.game.events.GameEvent;
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import mage.target.Target;
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import mage.target.TargetPermanent;
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/**
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*
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* @author emerald000
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*/
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public class CephalidConstable extends CardImpl {
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public CephalidConstable(UUID ownerId) {
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super(ownerId, 35, "Cephalid Constable", Rarity.RARE, new CardType[]{CardType.CREATURE}, "{1}{U}{U}");
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this.expansionSetCode = "JUD";
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this.subtype.add("Cephalid");
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this.subtype.add("Wizard");
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this.power = new MageInt(1);
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this.toughness = new MageInt(1);
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// Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.
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Ability ability = new CephalidConstableTriggeredAbility();
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ability.addTarget(new TargetPermanent(0, 1, new FilterPermanent(), false)); // Ajusted when it triggers.
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this.addAbility(ability);
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}
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public CephalidConstable(final CephalidConstable card) {
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super(card);
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}
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@Override
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public CephalidConstable copy() {
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return new CephalidConstable(this);
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}
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}
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class CephalidConstableTriggeredAbility extends TriggeredAbilityImpl {
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CephalidConstableTriggeredAbility() {
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super(Zone.BATTLEFIELD, new ReturnToHandTargetEffect(), false);
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}
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CephalidConstableTriggeredAbility(final CephalidConstableTriggeredAbility ability) {
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super(ability);
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}
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@Override
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public CephalidConstableTriggeredAbility copy() {
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return new CephalidConstableTriggeredAbility(this);
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}
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@Override
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public boolean checkEventType(GameEvent event, Game game) {
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return event.getType() == GameEvent.EventType.DAMAGED_PLAYER;
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}
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@Override
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public boolean checkTrigger(GameEvent event, Game game) {
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if (event.getSourceId().equals(this.sourceId) && ((DamagedPlayerEvent) event).isCombatDamage()) {
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FilterPermanent filter = new FilterPermanent("permanent" + (event.getAmount() > 1 ? "s" : "") + " damaged player control");
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filter.add(new ControllerIdPredicate(event.getPlayerId()));
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Target target = new TargetPermanent(0, event.getAmount(), filter, false);
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this.getTargets().clear();
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this.getTargets().add(target);
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return true;
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}
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return false;
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}
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@Override
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public String getRule() {
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return "Whenever {this} deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands";
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}
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}
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