move keywords.txt into magic.data.keywords resource folder.
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@ -1,128 +1,128 @@
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*battle cry
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Whenever this creature attacks, each other attacking creature gets +1/+0 until
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end of turn.
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*bushido
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When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.
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*buyback
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Pay an extra cost to have spells with buyback return to your hand so you can
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play them again.
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*cascade
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When you cast this spell, exile cards from the top of your library until you
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exile a nonland card whose converted mana cost is less than this spell's
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converted mana cost. You may cast that card without paying its mana cost.
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Then put all cards exiled this way that weren't cast on the bottom of your
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library in a random order.
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*champion
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When this creature enters the battlefield exile another creature you control.
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When this creature leaves the battlefield, that card returns to the
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battlefield.
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*changeling
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This card is every creature type at all times.
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*cumulative upkeep
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Pay an increasing upkeep cost for this permanent. Sacrifice it when you don't
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pay the upkeep cost.
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*deathtouch
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Creatures dealt damage by this creature are destroyed. You can divide this
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creature's combat damage among any of the creatures blocking or blocked by it.
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*defender
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This creature can't attack.
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*dethrone
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Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.
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*devour
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You can sacrifice other creatures when a creature with devour comes into play
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for various benefits.
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*double strike
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This creature deals both first-strike and regular combat damage.
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*exalted
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Whenever a creature you control attacks alone, that creature gets +1/+1 until
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end of turn.
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*extort
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Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses
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1 life and you gain life equal to the total life lost this way.
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*fading
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This creature comes into play with fade counters, losing one each turn until
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it has none and is sacrificed.
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*fear
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This creature can't be blocked except by artifact creatures and/or black
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creatures.
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*first strike
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This creature deals combat damage before creatures without first strike.
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*flanking
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Whenever a creature without flanking blocks this creature, the blocking
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creature gets -1/-1 until end of turn.
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*flash
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You may cast this spell any time you could cast an instant.
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*flying
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This creature can't be blocked except by creatures with flying or reach.
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*haste
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This creature can attack and tap the turn it comes under your control.
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*hexproof
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This creature can't be the target of spells or abilities your opponents
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control.
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*forestwalk
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This creature is unblockable as long as defending player controls a Forest.
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*indestructible
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"Destroy" effects and lethal damage don't destroy this.
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*infect
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This creature deals damage to creatures in the form of -1/-1 counters and to
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players in the form of poison counters.
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*intimidate
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This creature can't be blocked except by artifact creatures and/or creatures
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that share a color with it.
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*islandwalk
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This creature is unblockable as long as defending player controls an Island.
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*lifelink
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Damage dealt by this creature also causes you to gain that much life.
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*living weapon
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When this equipment enters the battlefield it'll be attached to a 0/0 black
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germ token.
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*metalcraft
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This card gains abilities or bonuses if you control three or more artifacts.
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*modular
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When this artifact creature goes to your graveyard, you can put its +1/+1
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counters on another artifact creature.
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*mountainwalk
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This creature is unblockable as long as defending player controls a Mountain.
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*persist
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When this creature is put into a graveyard from the battlefield, if it had no
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-1/-1 counters on it, return it to the battlefield under its owner's control
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with a -1/-1 counter on it.
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*plainswalk
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This creature is unblockable as long as defending player controls a Plains.
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*protection from ~
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This creature can't be blocked, targeted, dealt damage, equipped or enchanted
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by anything ~.
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*reach
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This creature can block creatures with flying.
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*regenerate
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The next time this creature would be destroyed this turn, it isn't. Instead
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tap it, remove all damage from it, and remove it from combat.
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*shadow
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This creature can only block or be blocked by other creatures with shadow.
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*shroud
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This can't be the target of spells or abilities.
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*soulshift
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When this creature dies, you may return a Spirit card from your graveyard to
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your hand.
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*swampwalk
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This creature is unblockable as long as defending player controls a Swamp.
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*threshold
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This card gains abilities or bonuses if you have 7 or more cards in your
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graveyard.
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*totem armor
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If enchanted creature would be destroyed, instead remove all damage from it
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and destroy this Aura.
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*trample
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If this creature would deal enough damage to its blockers to destroy them, you
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may have it deal the rest of its damage to defending player.
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*unleash
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You may have this permanent enter the battlefield with an additional +1/+1
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counter on it. This permanent can't block as long as it has a +1/+1 counter
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on it.
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*vanishing
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This creature comes into play with time counters, losing one each turn until
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it has none and is sacrificed.
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*vigilance
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Attacking doesn't cause this creature to tap.
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*wither
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This deals damage to creatures in the form of -1/-1 counters.
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*battle cry
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Whenever this creature attacks, each other attacking creature gets +1/+0 until
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end of turn.
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*bushido
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When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.
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*buyback
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Pay an extra cost to have spells with buyback return to your hand so you can
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play them again.
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*cascade
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When you cast this spell, exile cards from the top of your library until you
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exile a nonland card whose converted mana cost is less than this spell's
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converted mana cost. You may cast that card without paying its mana cost.
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Then put all cards exiled this way that weren't cast on the bottom of your
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library in a random order.
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*champion
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When this creature enters the battlefield exile another creature you control.
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When this creature leaves the battlefield, that card returns to the
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battlefield.
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*changeling
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This card is every creature type at all times.
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*cumulative upkeep
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Pay an increasing upkeep cost for this permanent. Sacrifice it when you don't
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pay the upkeep cost.
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*deathtouch
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Creatures dealt damage by this creature are destroyed. You can divide this
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creature's combat damage among any of the creatures blocking or blocked by it.
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*defender
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This creature can't attack.
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*dethrone
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Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.
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*devour
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You can sacrifice other creatures when a creature with devour comes into play
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for various benefits.
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*double strike
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This creature deals both first-strike and regular combat damage.
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*exalted
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Whenever a creature you control attacks alone, that creature gets +1/+1 until
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end of turn.
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*extort
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Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses
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1 life and you gain life equal to the total life lost this way.
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*fading
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This creature comes into play with fade counters, losing one each turn until
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it has none and is sacrificed.
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*fear
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This creature can't be blocked except by artifact creatures and/or black
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creatures.
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*first strike
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This creature deals combat damage before creatures without first strike.
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*flanking
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Whenever a creature without flanking blocks this creature, the blocking
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creature gets -1/-1 until end of turn.
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*flash
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You may cast this spell any time you could cast an instant.
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*flying
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This creature can't be blocked except by creatures with flying or reach.
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*haste
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This creature can attack and tap the turn it comes under your control.
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*hexproof
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This creature can't be the target of spells or abilities your opponents
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control.
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*forestwalk
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This creature is unblockable as long as defending player controls a Forest.
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*indestructible
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"Destroy" effects and lethal damage don't destroy this.
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*infect
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This creature deals damage to creatures in the form of -1/-1 counters and to
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players in the form of poison counters.
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*intimidate
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This creature can't be blocked except by artifact creatures and/or creatures
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that share a color with it.
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*islandwalk
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This creature is unblockable as long as defending player controls an Island.
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*lifelink
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Damage dealt by this creature also causes you to gain that much life.
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*living weapon
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When this equipment enters the battlefield it'll be attached to a 0/0 black
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germ token.
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*metalcraft
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This card gains abilities or bonuses if you control three or more artifacts.
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*modular
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When this artifact creature goes to your graveyard, you can put its +1/+1
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counters on another artifact creature.
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*mountainwalk
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This creature is unblockable as long as defending player controls a Mountain.
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*persist
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When this creature is put into a graveyard from the battlefield, if it had no
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-1/-1 counters on it, return it to the battlefield under its owner's control
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with a -1/-1 counter on it.
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*plainswalk
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This creature is unblockable as long as defending player controls a Plains.
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*protection from ~
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This creature can't be blocked, targeted, dealt damage, equipped or enchanted
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by anything ~.
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*reach
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This creature can block creatures with flying.
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*regenerate
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The next time this creature would be destroyed this turn, it isn't. Instead
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tap it, remove all damage from it, and remove it from combat.
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*shadow
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This creature can only block or be blocked by other creatures with shadow.
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*shroud
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This can't be the target of spells or abilities.
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*soulshift
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When this creature dies, you may return a Spirit card from your graveyard to
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your hand.
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*swampwalk
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This creature is unblockable as long as defending player controls a Swamp.
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*threshold
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This card gains abilities or bonuses if you have 7 or more cards in your
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graveyard.
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*totem armor
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If enchanted creature would be destroyed, instead remove all damage from it
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and destroy this Aura.
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*trample
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If this creature would deal enough damage to its blockers to destroy them, you
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may have it deal the rest of its damage to defending player.
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*unleash
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You may have this permanent enter the battlefield with an additional +1/+1
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counter on it. This permanent can't block as long as it has a +1/+1 counter
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on it.
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*vanishing
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This creature comes into play with time counters, losing one each turn until
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it has none and is sacrificed.
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*vigilance
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Attacking doesn't cause this creature to tap.
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*wither
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This deals damage to creatures in the form of -1/-1 counters.
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@ -10,7 +10,7 @@ public class KeywordDefinitions {
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private static final KeywordDefinitions INSTANCE=new KeywordDefinitions();
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private static final String KEYWORDS_FILENAME="keywords.txt";
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private static final String KEYWORDS_FILENAME="keywords/keywords.txt";
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private final List<KeywordDefinition> keywordDefinitions;
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@ -21,7 +21,7 @@ public class KeywordDefinitions {
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public void loadKeywordDefinitions() {
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keywordDefinitions.clear();
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String content = null;
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try { //load keywords.txt
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try {
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content = FileIO.toStr(this.getClass().getResourceAsStream(KEYWORDS_FILENAME));
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} catch (final IOException ex) {
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System.err.println("ERROR! Unable to load " + KEYWORDS_FILENAME);
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