Board index Programs with AI or Rules Enforcement Magic: The Gathering - Duels of the Planeswalkers New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels) 2013
GTC Mod for DotP2013 (100/249) 13/05/2013 STOPPED
Moderator: CCGHQ Admins
GTC Mod for DotP2013 (100/249) 13/05/2013 STOPPED
by BETenner » 07 Mar 2013, 15:16
ATTENTION 13/05/2013
Sorry everyone, for some personal reasons, this mod will be stop updating for a uncertain time (maybe forever).
If anyone wants to complete this mod, do it please!
I'm still working on the rest cards, but the progress is a little bit slow...
Thanks to thefiremind, I used his functions in the mod, they are really awesome!
Download link:
http://www.inchstudio.net/dotp2013/DATA_DLC_GTC.zip
Sorry everyone, for some personal reasons, this mod will be stop updating for a uncertain time (maybe forever).
If anyone wants to complete this mod, do it please!
- Update: 16/04/2013 | Open
- Updated 16/04/2013
Cards added:
076 - Shadow Alley Denizen
077 - Shadow Slice
078 - Slate Street Ruffian
079 - Smog Elemental
080 - Syndicate Enforcer
081 - Thrull Parasite
082 - Undercity Informer
083 - Undercity Plague
084 - Wight of Precinct Six
085 - Act of Treason
086 - Bomber Corps
087 - Cinder Elemental
088 - Crackling Perimeter
089 - Ember Beast
090 - Firefist Striker
091 - Five-Alarm Fire
092 - Foundry Street Denizen
093 - Furious Resistance
094 - Hellkite Tyrant
095 - Hellraiser Goblin
096 - Homing Lightning
097 - Legion Loyalist (the "can't be blocked by creature tokens" part is unimplemented)
098 - Madcap Skills (the "can't be blocked except by two or more creatures" part is unimplemented)
099 - Mark for Death
100 - Massive Raid
- Update: 05/04/2013 | Open
- Updated 05/04/2013
Added all language card text.
- Update: 31/03/2013 | Open
- Updated 31/03/2013
Cards added:
054 - Totally Lost
055 - Voidwalk
056 - Way of the Thief
057 - Balustrade Spy
058 - Basilica Screecher
059 - Contaminated Ground (Partially Implemented: Enchanted land's sub-type becomes Swamp, but it doesn't lose any ability, and cannot tap to produce if it couldn't before.)
060 - Corpse Blockade
061 - Crypt Ghast (Its second ability is unimplemented because there is no perfect way to implement this)
062 - Death's Approach
063 - Devour Flesh
064 - Dying Wish
065 - Gateway Shade
066 - Grisly Spectacle
067 - Gutter Skulk
068 - Horror of the Dim
069 - Illness in the Ranks
070 - Killing Glare
071 - Lord of the Void
072 - Mental Vapors
073 - Midnight Recovery
074 - Ogre Slumlord
075 - Sepulchral Primordial
- Update: 20/03/2013 | Open
- Updated 20/03/2013
Cards added:
039 - Keymaster Rogue
040 - Last Thoughts
041 - Leyline Phantom
042 - Metropolis Sprite
043 - Mindeye Drake
044 - Rapid Hybridization
045 - Realmwright (all abilities of this card are unimplemented due to the restrictuion of DotP2013)
046 - Sage's Row Denizen
047 - Sapphire Drake
048 - Scatter Arc
049 - Simic Fluxmage
050 - Simic Manipulator
051 - Skygames
052 - Spell Rupture
053 - Stolen Identity
245 - Sacred Foundry
- Update: 13/03/2013 | Open
- Updated 13/03/2013
Cards added:
033 - Diluvian Primordial (actually thefiremind made this card, thanks to him!)
034 - Enter the Infinite (thanks to thefiremind on scrippting)
035 - Frilled Oculus
036 - Gridlock
037 - Hands of Binding (Cipher finally done! Thanks to thefiremind and RiiakShiNal!)
038 - Incursion Specialist
- Update: 08/03/2013 | Open
- [Updated 08/03/2013]
Cards modified:
025 - Smite now works perfectly (thanks to thefiremind!)
Cards added:
029 - Ætherize
030 - Agoraphobia
031 - Clinging Anemones
032 - Cloudfin Raptor
Greatly decreased the size of the pack.
Changed to a better storage.
- Current Card List | Open
- 001 - Aerial Maneuver
002 - Angelic Edict
003 - Angelic Skirmisher
004 - Assault Griffin
005 - Basilica Guards
006 - Blind Obedience
007 - Boros Elite
008 - Court Street Denizen
009 - Daring Skyjek
010 - Debtor’s Pulpit
011 - Dutiful Thrull
012 - Frontline Medic (the counter ability is not implemented because I couldn't find a way to determine whether is included in target spell's mana cost)
014 - Guardian of the Gateless (the ability to block any number of creatures is not implemented because I can't find a way to do so, it seems that DotP2013 does not support such action)
015 - Guildscorn Ward
016 - Hold the Gates
017 - Holy Mantle
018 - Knight of Obligation
019 - Knight Watch
020 - Luminate Primordial
021 - Murder Investigation
022 - Nav Squad Commandos
023 - Righteous Charge
024 - Shielded Passage
025 - Smite
026 - Syndic of Tithes
027 - Urbis Protector
028 - Zarichi Tiger
029 - Ætherize
030 - Agoraphobia
031 - Clinging Anemones
032 - Cloudfin Raptor
033 - Diluvian Primordial (actually thefiremind made this card, thanks to him!)
034 - Enter the Infinite (thanks to thefiremind on scrippting)
035 - Frilled Oculus
036 - Gridlock
037 - Hands of Binding (Cipher finally done! Thanks to thefiremind and RiiakShiNal!)
038 - Incursion Specialist
039 - Keymaster Rogue
040 - Last Thoughts
041 - Leyline Phantom
042 - Metropolis Sprite
043 - Mindeye Drake
044 - Rapid Hybridization
045 - Realmwright (all abilities of this card are unimplemented due to the restrictuion of DotP2013)
046 - Sage's Row Denizen
047 - Sapphire Drake
048 - Scatter Arc
049 - Simic Fluxmage
050 - Simic Manipulator
051 - Skygames
052 - Spell Rupture
053 - Stolen Identity
054 - Totally Lost
055 - Voidwalk
056 - Way of the Thief
057 - Balustrade Spy
058 - Basilica Screecher
059 - Contaminated Ground (Partially Implemented: Enchanted land's sub-type becomes Swamp, but it doesn't lose any ability, and cannot tap to produce if it couldn't before.)
060 - Corpse Blockade
061 - Crypt Ghast (Its second ability is unimplemented because there is no perfect way to implement this)
062 - Death's Approach
063 - Devour Flesh
064 - Dying Wish
065 - Gateway Shade
066 - Grisly Spectacle
067 - Gutter Skulk
068 - Horror of the Dim
069 - Illness in the Ranks
070 - Killing Glare
071 - Lord of the Void
072 - Mental Vapors
073 - Midnight Recovery
074 - Ogre Slumlord
075 - Sepulchral Primordial
076 - Shadow Alley Denizen
077 - Shadow Slice
078 - Slate Street Ruffian
079 - Smog Elemental
080 - Syndicate Enforcer
081 - Thrull Parasite
082 - Undercity Informer
083 - Undercity Plague
084 - Wight of Precinct Six
085 - Act of Treason
086 - Bomber Corps
087 - Cinder Elemental
088 - Crackling Perimeter
089 - Ember Beast
090 - Firefist Striker
091 - Five-Alarm Fire
092 - Foundry Street Denizen
093 - Furious Resistance
094 - Hellkite Tyrant
095 - Hellraiser Goblin
096 - Homing Lightning
097 - Legion Loyalist (the "can't be blocked by creature tokens" part is unimplemented)
098 - Madcap Skills (the "can't be blocked except by two or more creatures" part is unimplemented)
099 - Mark for Death
100 - Massive Raid
239 - Boros Guildgate
245 - Sacred Foundry
I'm still working on the rest cards, but the progress is a little bit slow...
Thanks to thefiremind, I used his functions in the mod, they are really awesome!
Download link:
http://www.inchstudio.net/dotp2013/DATA_DLC_GTC.zip
Last edited by BETenner on 13 May 2013, 15:21, edited 12 times in total.
Re: [Gatecrash] GTC DLC mod for DotP2013 Part.1 (27/249)
by thefiremind » 07 Mar 2013, 15:36
First of all, good to see another modder here.
You are right on those 2 cards. Nothing can be done for blocking more than one creature. About Frontline Medic, there's a COLOUR_X constant that seems to exist for this particular need, but the game doesn't use it. A possible solution would be to give this "virtual color" to the right cards ourselves, but this would mean editing all the existing cards with in their mana costs, and even after that, I'm not sure about the consequences. Another solution would be to give the target filter a list of card names that have in their mana costs, so that the ability can counter them, but this would mean updating the card each time a new "X-card" is coded.BETenner wrote:012 - Frontline Medic (the counter ability is not implemented because I couldn't find a way to determine whether is included in target spell's mana cost)
014 - Guardian of the Gateless (the ability to block any number of creatures is not implemented because I can't find a way to do so, it seems that DotP2013 does not support such action)
According to this list, there's a SetBlockVictim function for the filter but there are no examples of its usage, maybe it isn't even made for cases like Smite. Luckily, we have the second best DotP2013 invention after the delayed triggers: filter evaluation. I would make the target definition for Smite like this:BETenner wrote:025 - Smite (this card is totally unimplemented cuz I couldn't find a way to filter only the blocked creatures)
- Code: Select all
<TARGET_DEFINITION id="0">
MTG():ClearFilterMarkedObjectsInZone( ZONE_IN_PLAY )
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING ) -- if it's not attacking, it can't be blocked, right?
local filter_count = filter:EvaluateObjects()
if filter_count > 0 then
for i=0,filter_count-1 do
local candidate = filter:GetNthEvaluatedObject(i)
if candidate:IsBlocked() ~= 0 then
candidate:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 721 times
Re: [Gatecrash] GTC DLC mod for DotP2013 Part.1 (27/249)
by RiiakShiNal » 07 Mar 2013, 15:48
I think SetBlockVictim is a leftover from DotP 2010, but even from back then there are no usage examples so I am unsure what it was designed for.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2185
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
Re: [Gatecrash] GTC DLC mod for DotP2013 Part.1 (27/249)
by BETenner » 07 Mar 2013, 15:57
Thanks a lot!! I'll update Smite asap then post it alone or in the next updatethefiremind wrote:First of all, good to see another modder here.You are right on those 2 cards. Nothing can be done for blocking more than one creature. About Frontline Medic, there's a COLOUR_X constant that seems to exist for this particular need, but the game doesn't use it. A possible solution would be to give this "virtual color" to the right cards ourselves, but this would mean editing all the existing cards with in their mana costs, and even after that, I'm not sure about the consequences. Another solution would be to give the target filter a list of card names that have in their mana costs, so that the ability can counter them, but this would mean updating the card each time a new "X-card" is coded.BETenner wrote:012 - Frontline Medic (the counter ability is not implemented because I couldn't find a way to determine whether is included in target spell's mana cost)
014 - Guardian of the Gateless (the ability to block any number of creatures is not implemented because I can't find a way to do so, it seems that DotP2013 does not support such action)According to this list, there's a SetBlockVictim function for the filter but there are no examples of its usage, maybe it isn't even made for cases like Smite. Luckily, we have the second best DotP2013 invention after the delayed triggers: filter evaluation. I would make the target definition for Smite like this:BETenner wrote:025 - Smite (this card is totally unimplemented cuz I couldn't find a way to filter only the blocked creatures)
- Code: Select all
<TARGET_DEFINITION id="0">
MTG():ClearFilterMarkedObjectsInZone( ZONE_IN_PLAY )
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING ) -- if it's not attacking, it can't be blocked, right?
local filter_count = filter:EvaluateObjects()
if filter_count > 0 then
for i=0,filter_count-1 do
local candidate = filter:GetNthEvaluatedObject(i)
if candidate:IsBlocked() ~= 0 then
candidate:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
Re: [GTC] DLC mod for DotP 2013 (38/249) 13/03/2013
by East Bay » 19 Mar 2013, 22:08
Thank you All for these wonderful scripts. I am almost done with Consuming Aberration but Im not sure how to make it effect all opponents can some one take a look? its almost done but atm it targets only a single player and its P/T is equal all cards in all graves. Sorry i cant post the code here is a zip..
- Attachments
-
- Consuming Aberration.rar
- (1.58 KiB) Downloaded 407 times
Re: [GTC] DLC mod for DotP 2013 (38/249) 13/03/2013
by thefiremind » 19 Mar 2013, 23:08
For power/toughness you should add to the filter:
For the other ability, it's not a targetted ability so TARGET_DEFINITION, TARGET_DETERMINATION and PLAY_TIME_ACTION blocks should be totally removed. The RESOLUTION_TIME_ACTION should iterate over opponents first, much like Exsanguinate:
- Code: Select all
filter:SetControllersTeam( EffectController():GetTeam() )
filter:AddExtra( FILTER_EXTRA_FLIP_TEAM )
For the other ability, it's not a targetted ability so TARGET_DEFINITION, TARGET_DETERMINATION and PLAY_TIME_ACTION blocks should be totally removed. The RESOLUTION_TIME_ACTION should iterate over opponents first, much like Exsanguinate:
- Code: Select all
<RESOLUTION_TIME_ACTION>
local currentTeam = EffectController():GetTeam()
for i=0,MTG():GetNumberOfPlayers()-1 do
local currentPlayer = MTG():GetNthPlayer(i)
if currentPlayer ~= nil and currentPlayer:GetTeam() ~= currentTeam then
local card = currentPlayer:Library_GetNth(0)
while card ~= nil do
card:PutInGraveyard()
if card:GetCardType():Test(CARD_TYPE_LAND) == 0 then
card = currentPlayer:Library_GetNth(0)
else
card = nil
end
end
end
end
</RESOLUTION_TIME_ACTION>
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 721 times
Re: [GTC] DLC mod for DotP 2013 (38/249) 13/03/2013
by East Bay » 20 Mar 2013, 00:11
Thank You just tested it in 2HG works perfect. I also tested it with the new Cipher code with Paranoid Delusions and it seems the exiled spell doesn't trigger the Consuming Aberration effects. Talrand produces drakes from the exiled spells with Panoptic Mirror maybe Cipher should use this effect to?
Re: [GTC] DLC mod for DotP 2013 (38/249) 13/03/2013
by sumomole » 20 Mar 2013, 03:04
Use "player:CopySpellAndCastIt(spell)" instead of "player:CopySpellWithNewTargets(spell)".East Bay wrote:Thank You just tested it in 2HG works perfect. I also tested it with the new Cipher code with Paranoid Delusions and it seems the exiled spell doesn't trigger the Consuming Aberration effects. Talrand produces drakes from the exiled spells with Panoptic Mirror maybe Cipher should use this effect to?
-
sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
- Been thanked: 234 times
Re: [Gatecrash] GTC DLC mod for DotP2013 Part.1 (27/249)
by sumomole » 20 Mar 2013, 03:30
I've done this foolish work in my mod, including the name of more than 200 cards.thefiremind wrote:but this would mean editing all the existing cards with in their mana costs, and even after that
-
sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
- Been thanked: 234 times
Re: [Gatecrash] GTC DLC mod for DotP2013 Part.1 (27/249)
by Drakno » 20 Mar 2013, 19:07
I have a partial idea for a solution about the blocking part that can enable you to block multiples (if it's something that can be coded, I don't know squat about programming) but will be slightly problematic with the damage type. You give the creature the ability during the before declare blockers step to spawn 0/1 block tokens (maybe through a window to pick X to spawn right before the end of the end of the gap before choose blockers step and make sure to have it force you to go to the choose blockers step unless you have another creature with the same effect to avoid loops) that have split second upon entering the field to avoid soul sister fun, have them have the ability to get sacrificed as soon as a card is played to avoid crap like might of the masses and to redirect all damage they are dealt to the card that spawned them and according to if it has first strike or double strike or not give the creature the ability to deal 1 damage times equal to it's power to any number or eligible targets (them being creatures blocked by block tokens) and have the damage be considered combat (you should also make sure you give this ability the power to get past shroud and hexproof, this allows you to to block multiples and deal the damage to the blocked creatures as you wish, only problem I can see is with trample but I am sure you guys can think of a way to get it to work. I know it's a complicated wall of text but it's the only way I can think to make this possible.thefiremind wrote:First of all, good to see another modder here.You are right on those 2 cards. Nothing can be done for blocking more than one creature. About Frontline Medic, there's a COLOUR_X constant that seems to exist for this particular need, but the game doesn't use it. A possible solution would be to give this "virtual color" to the right cards ourselves, but this would mean editing all the existing cards with in their mana costs, and even after that, I'm not sure about the consequences. Another solution would be to give the target filter a list of card names that have in their mana costs, so that the ability can counter them, but this would mean updating the card each time a new "X-card" is coded.BETenner wrote:012 - Frontline Medic (the counter ability is not implemented because I couldn't find a way to determine whether is included in target spell's mana cost)
014 - Guardian of the Gateless (the ability to block any number of creatures is not implemented because I can't find a way to do so, it seems that DotP2013 does not support such action)
Re: [Gatecrash] GTC DLC mod for DotP2013 Part.1 (27/249)
by RiiakShiNal » 21 Mar 2013, 19:25
This poses multiple problems (just to name a few):Drakno wrote:I have a partial idea for a solution about the blocking part that can enable you to block multiples (if it's something that can be coded, I don't know squat about programming) but will be slightly problematic with the damage type. You give the creature the ability during the before declare blockers step to spawn 0/1 block tokens (maybe through a window to pick X to spawn right before the end of the end of the gap before choose blockers step and make sure to have it force you to go to the choose blockers step unless you have another creature with the same effect to avoid loops) that have split second upon entering the field to avoid soul sister fun, have them have the ability to get sacrificed as soon as a card is played to avoid crap like might of the masses and to redirect all damage they are dealt to the card that spawned them and according to if it has first strike or double strike or not give the creature the ability to deal 1 damage times equal to it's power to any number or eligible targets (them being creatures blocked by block tokens) and have the damage be considered combat (you should also make sure you give this ability the power to get past shroud and hexproof, this allows you to to block multiples and deal the damage to the blocked creatures as you wish, only problem I can see is with trample but I am sure you guys can think of a way to get it to work. I know it's a complicated wall of text but it's the only way I can think to make this possible.
- When the 0/1 tokens come into play they would trigger cards like Soul Warden, AEther Flash, etc....
- When you "sacrifice" them it would trigger cards like It That Betrays, Algae Gharial, Blade of the Bloodchief, etc....
- It does not take Deathtouch into account or abilities that trigger on blocking. Thicket Basilisk, Inferno Elemental, etc....
- You can't forcibly move the player to a step.
- Other cards on the playing field could alter the tokens Power which could prove problematic. (Like Crusade, Coat of Arms, etc....)
- Equipment on the creature with the ability like Pennon Blade would also be very problematic.
- Trample does pose a problem as well (as you already mentioned).
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2185
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
Re: [GTC] DLC mod for DotP 2013 (54/249) 20/03/2013
by BETenner » 23 Mar 2013, 04:30
Just hope DotP2014 would implement this!
Re: [GTC] DLC mod for DotP 2013 (76/249) 05/04/2013
by sumomole » 13 Apr 2013, 13:12
If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing.BETenner wrote:This is the GTC DLC mod for DotP2013 (still updating)
I saw your evolve code, you forget to check it when the ability resolve.
-
sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
- Been thanked: 234 times
Re: [GTC] DLC mod for DotP 2013 (76/249) 05/04/2013
by BETenner » 16 Apr 2013, 15:35
Thanks! I'll fix it in the next update!sumomole wrote:If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing.BETenner wrote:This is the GTC DLC mod for DotP2013 (still updating)
I saw your evolve code, you forget to check it when the ability resolve.
Re: [GTC] DLC mod for DotP 2013 (100/249) 16/04/2013
by BETenner » 16 Apr 2013, 16:57
100 cards.... 149 more to go....
21 posts
• Page 1 of 2 • 1, 2
Who is online
Users browsing this forum: No registered users and 3 guests