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DOTP 2013 Eldrazi Crush v2 it's on *everybody's work*
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DOTP 2013 Eldrazi Crush v2 it's on *everybody's work*
by Tyrany » 07 Jul 2012, 05:58
Changelog
deck art fixed
as per some request some more eldrazi
some fixes here and there
Bugs:
-Glimmerpost life gain dont work =|
-eldrazi token mana ability no good
-and eye of ugin dont work
Thanks for everybody help
deck art fixed
as per some request some more eldrazi
some fixes here and there
Bugs:
-Glimmerpost life gain dont work =|
-eldrazi token mana ability no good
-and eye of ugin dont work
Thanks for everybody help
- Attachments
-
- Deck_1986.rar
- (25.41 MiB) Downloaded 3121 times
Last edited by Tyrany on 23 Jul 2012, 11:52, edited 9 times in total.
Re: DOTP 2013 New Cards
by thefiremind » 07 Jul 2012, 11:18
The casting cost for lands shouldn't be , but an empty string, like this:
- Code: Select all
<CASTING_COST cost="" />
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Re: DOTP 2013 New Cards
by Tyrany » 08 Jul 2012, 11:33
Thanks i hava new question i'm tryingto implement the coat of arms
but no luck so far can you take a look on the code please?
</LOCALISED_TEXT> <CONTINUOUS_ACTION layer="7C"> local total = 0 local filter = Object():GetFilter() filter:Clear() filter:SetZone( ZONE_IN_PLAY ) filter:AddSubType( CREATURE_TYPE ) filter:NotTargetted() total = filter:Count() - 1 if FilteredCard() ~= nil and total > 0 then FilteredCard():GetCurrentCharacteristics():Power_Add( total ) FilteredCard():GetCurrentCharacteristics():Toughness_Add( total ) end </CONTINUOUS_ACTION> </STATIC_ABILITY> <AI_BASE_SCORE zone="ZONE_IN_PLAY" score="600"/>
but no luck so far can you take a look on the code please?
</LOCALISED_TEXT> <CONTINUOUS_ACTION layer="7C"> local total = 0 local filter = Object():GetFilter() filter:Clear() filter:SetZone( ZONE_IN_PLAY ) filter:AddSubType( CREATURE_TYPE ) filter:NotTargetted() total = filter:Count() - 1 if FilteredCard() ~= nil and total > 0 then FilteredCard():GetCurrentCharacteristics():Power_Add( total ) FilteredCard():GetCurrentCharacteristics():Toughness_Add( total ) end </CONTINUOUS_ACTION> </STATIC_ABILITY> <AI_BASE_SCORE zone="ZONE_IN_PLAY" score="600"/>
Re: DOTP 2013 New Cards
by RiiakShiNal » 08 Jul 2012, 11:45
Try this:Tyrany wrote:Thanks i hava new question i'm tryingto implement the coat of arms
but no luck so far can you take a look on the code please?
- Code: Select all
<CONTINUOUS_ACTION layer="7C">
if (FilteredCard() ~= nil) then
local oFilter = FilteredCard():GetFilter()
oFilter:Clear()
oFilter:SetZone( ZONE_IN_PLAY )
oFilter:AddCardType( CARD_TYPE_CREATURE )
oFilter:SetSubTypes( FilteredCard():GetSubType() )
oFilter:SetCardInstance( FilteredCard() )
oFilter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE + FILTER_EXTRA_FLIP_CARD_INSTANCE )
oFilter:NotTargetted()
local nMatching = oFilter:Count()
local oCharacteristics = FilteredCard():GetCurrentCharacteristics()
if (oCharacteristics ~= nil) then
oCharacteristics:Power_Add( nMatching )
oCharacteristics:Toughness_Add( nMatching )
end
end
</CONTINUOUS_ACTION>
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Re: DOTP 2013 New Cards
by Tyrany » 08 Jul 2012, 12:15
Thanks for the advice i'll report to you later =) u'r a life saver
Re: DOTP 2013 Eldrazi Crush
by Tyrany » 19 Jul 2012, 09:22
Coat of arms implemented on my version of slivers deck
but not ready need to find a way to make geemhide work
but not ready need to find a way to make geemhide work
Re: DOTP 2013 Eldrazi Crush
by Zambooo » 19 Jul 2012, 09:53
LoL I just wanted to do the same Eldrazi Deck with the Lotus xD... but you did the work for me
Wanna try this as soon as possible.
Wanna try this as soon as possible.
Re: DOTP 2013 Eldrazi Crush
by Tyrany » 19 Jul 2012, 14:42
The lotus is a problem =/ it needs manatoken and i dont have the skills for that, but for the rest maybe it can be worked, i'll just need some help
Re: DOTP 2013 Eldrazi Crush added *need some help*
by Tyrany » 21 Jul 2012, 04:57
can someone create a vesuva?
Re: DOTP 2013 Eldrazi Crush added *need some help*
by drleg3nd » 21 Jul 2012, 09:38
game keeps crashing everytime i play it
Re: DOTP 2013 Eldrazi Crush added *need some help*
by thefiremind » 21 Jul 2012, 09:42
It shouldn't be difficult. I'm working on it right now.Tyrany wrote:can someone create a vesuva?
EDIT: There you go! It will still say "choose a creature to copy", if you want to change that message you have to define a new string in an Excel-style XML inside the TEXT_PERMANENT directory... but I think you are more interested in the functionality of the card.
- VESUVA_113543.zip
- (97.96 KiB) Downloaded 369 times
EDIT 2: I downloaded your WAD. I'm afraid there will be a lot of work to do... just for curiosity, did you test if at least you can start a game with your deck without crashes?
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Re: DOTP 2013 Eldrazi Crush added *need some help*
by Zambooo » 21 Jul 2012, 10:35
I though the deck would have more "Eldrazi"
Re: DOTP 2013 Eldrazi Crush added *need some help*
by ttdic » 21 Jul 2012, 14:50
Hi Tyrany!
Firstly thanks for your work.But I tried many times the dlc just making the game crashing all the day.
Any ideas?
Firstly thanks for your work.But I tried many times the dlc just making the game crashing all the day.
Any ideas?
Re: DOTP 2013 Eldrazi Crush added *need some help*
by Zambooo » 21 Jul 2012, 15:15
For me the Decks works: the crashed just when I closes it.
There are just a thing I'd like you to signal: Eldrazi Token it's not working, and as I remember there's no mana pool in DotP2013 so an activated ability will never work. You should try with a mana ability, but I've already tried it with Utopia Mycon, replacing in cost "tapself" with the sacrifice of a saproling, but well... it's like there's still tapself cause it get tapped and it doesn't let me sacrifice my Saproling .
There are just a thing I'd like you to signal: Eldrazi Token it's not working, and as I remember there's no mana pool in DotP2013 so an activated ability will never work. You should try with a mana ability, but I've already tried it with Utopia Mycon, replacing in cost "tapself" with the sacrifice of a saproling, but well... it's like there's still tapself cause it get tapped and it doesn't let me sacrifice my Saproling .
Re: DOTP 2013 Eldrazi Crush added *need some help*
by BlindWillow » 21 Jul 2012, 19:04
Here's the code I came up with for Emrakul:
- Code: Select all
<STATIC_ABILITY filter_zone="ZONE_ANY" active_zone="ZONE_STACK">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Emrakul, the Aeons Torn can’t be countered.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Emrakul, Déchirure des Éons ne peut pas être contrecarré.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Emrakul, los eones desgarrados no puede ser contrarrestado.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Emrakul, die zerfetzten Zeitalter kann nicht neutralisiert werden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Emrakul, lo Strazio Eterno non può essere neutralizzato.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[引き裂かれし永劫、エムラクールは打ち消されない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Emrakul, the Aeons Torn can’t be countered.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эмракул, Изорванная Вечность не может быть отменен.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Emrakul, o Fragmento dos Éons, não pode ser anulado.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY auto_skip="1" active_zone="ZONE_STACK">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When you cast Emrakul, take an extra turn after his one.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand vous lancez Emrakul, jouez un tour supplémentaire après celui-ci.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando lances a Emrakul, toma un turno adicional después de éste.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn du Emrakul wirkst, nimm nach diesem Zug einen zusätzlichen Zug.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando lanci Emrakul, gioca un altro turno dopo questo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたが引き裂かれし永劫、エムラクールを唱えたとき、このターンに続いて追加の1ターンを行う。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When you cast Emrakul, take an extra turn after this one.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда вы разыгрываете Эмракула, сделайте дополнительный ход вслед за этим.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando conjurar Emrakul, jogue um turno extra após este.]]></LOCALISED_TEXT>
<TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
if EffectController() ~= nil then
EffectController():GetTeam():TakeExtraTurn()
end
</RESOLUTION_TIME_ACTION>
<SFX text="GLOBAL_WARP_PLAY" />
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying, protection from colored spells, annihilator 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol, protection contre les sorts colorés, annihilateur 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela, protección contra hechizos de color, aniquilador 6.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend, Schutz vor farbigen Zaubersprüchen, Vernichter 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare, protezione dalle magie colorate, annientatore 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行、プロテクション(有色の呪文)、滅殺 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Flying, protection from colored spells, annihilator 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет, Защита от цветных заклинаний, Аннигилятор 6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar, proteção contra mágicas coloridas, aniquilador 6]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_FLYING, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
<CONTINUOUS_ACTION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_STACK )
filter:AddColour( COLOUR_COLOURLESS )
filter:AddExtra( FILTER_EXTRA_FLIP_COLOUR )
Object():Protection()
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="CARD_CONSIDERED_FOR_TARGETTING" simple_qualifier="self">
return ( SecondaryObject():GetColour():Test( COLOUR_COLOURLESS ) == 0 and ( SecondaryObject():GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0 or SecondaryObject():GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0 or SecondaryObject():GetSubType():Test( ENCHANTMENT_TYPE_AURA ) ~= 0 ) )
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY badge="BADGE_ANNIHILATOR" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ATTACKING" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
local defendingPlayer = Object():GetPlayerAttacked()
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:SetController( defendingPlayer )
filter:NotTargetted()
total = filter:CountStopAt(6)
defendingPlayer:SetTargetCount( total )
for i=0, total-1 do
defendingPlayer:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_PERMANENT_TO_SACRIFICE" )
end
defendingPlayer:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local defendingPlayer = Object():GetPlayerAttacked()
local i = 1
local target_DC = EffectDC():Get_Targets(0)
if target_DC ~= nil then
local target_card = target_DC:Get_CardPtr(0)
while (target_card ~= nil) do
target_card:Sacrifice( defendingPlayer )
target_card = target_DC:Get_CardPtr(i)
i=i+1
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY" active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand Emrakul est mis dans un cimetière depuis n'importe où, son propriétaire mélange son cimetière à sa bibliothèque.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn Emrakul von irgendwoher auf den Friedhof gelegt wird, mischt sein Besitzer seinen Friedhof in seine Bibliothek.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando Emrakul vaya a un cementerio desde cualquier parte, su propietario baraja su cementerio en su biblioteca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando Emrakul viene messo in un cimitero da qualsiasi zona, il suo proprietario rimescola il suo cimitero nel suo grimorio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[引き裂かれし永劫、エムラクールがいずれかの領域からいずれかの墓地に置かれたとき、オーナーはそれを自分のライブラリーに加えて切り直す。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Эмракул попадает откуда-либо на кладбище, его владелец втасовывает свое кладбище в свою библиотеку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Emrakul é colocado num cemitério vindo de qualquer lugar, seu dono embaralha seu próprio cemitério em seu próprio grimório.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
local player = EffectController()
if player ~= nil then
player:MoveLocalZone( ZONE_GRAVEYARD, ZONE_LIBRARY )
if EffectSource() ~= nil then
local differentPlayers = false
if( EffectSource():GetOwner() ~= player) then
differentPlayers = true
end
EffectSource():PutInLibrary( -1 )
if differentPlayers and EffectSource():GetOwner() ~= nil then
EffectSource():GetOwner():ShuffleLibrary()
end
end
player:ShuffleLibrary()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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