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how to produce colorless mana?

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how to produce colorless mana?

Postby castled » 11 Dec 2010, 05:37

im so sorry to ask this… but i cannt find any scripts abou it anywhere among my program, it is nothing in cards like ANCIENT TOMB…
:(
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Re: how to produce colorless mana?

Postby castled » 17 Dec 2010, 06:58

someone wanna help me? or i have to give up to make some cards... 8-[
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Re: how to produce colorless mana?

Postby IceManOnline » 17 Dec 2010, 07:08

Maybe try ReduceCost(X) or produce coloured mana instead...
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Re: how to produce colorless mana?

Postby castled » 17 Dec 2010, 07:13

it doesn't work well...
and no code i can find in the cards already there, some cards with this ability has no script about colorless mana token in its xml...
:x
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Re: how to produce colorless mana?

Postby kevlahnota » 17 Dec 2010, 07:53

There's no colorless mana in the game. It's not supported by the current engine of DOTP(all non basic lands). The workaround I used like wasteland, is to use a basic land type that is not used in the deck. but the problem is how to determine them if it's a nonbasic land. We use land type desert + basic for mana tokens, land type mine for determining non-basic, and land type mine + tribal + basic for those with colorless mana.

Now, you must edit some functions in order for some spell that affects lands to work correctly (Lots of viewing XML files #-o ).

For now we can't add the Subtype non-basic for land because it's hard coded in the exe file unlike some others which you can add Subtypes (examples are the ally, eldrazi, trap, etc).
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Re: how to produce colorless mana?

Postby castled » 17 Dec 2010, 08:09

so i can't make some creature with the ability of "tap to produce colorless mana cout your artifact in hand" :(
and , how can ANCIENT TOMB produce 2 ? also it's just one land , isn't it ?
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Re: how to produce colorless mana?

Postby IceManOnline » 17 Dec 2010, 08:15

Andient Tomb is flagged as Mountain and Plains, I think.
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Re: how to produce colorless mana?

Postby castled » 17 Dec 2010, 08:30

so, i guess it's mountain, because it can support to red spell Filing all itself.

and, i'm making other cards, it's 19 finished, i like to upload them this weekend, but some are still not work well.



like this, discard an artifact or discards 2

Code: Select all
<?xml version="1.0"?>
<MULTICARDS>
  <CARD>

<!--
///////////////////////////////////////////////////////////////////////////////////

 CARD INFORMATIONS

///////////////////////////////////////////////////////////////////////////////////
-->
   <RARITY       metaname = "rare" />
   <COLLECTIONMAX   value = "1" />
   <COLLECTORNUMBER value = "0" />
   <CARDNUMBER      value = "0" />

   <TYPE         metaname = "Instant" />
   <CASTING_COST     cost = "{2}{U}" />
   <COLOR           value = "U" />
   <FRAMECOLOUR      name = "U" />
   <ARTIST           name = "Anthony Francisco" />

   <EXPANSION    metaname = "TYPE1" />
   <FILENAME         text = "THIRST_FOR_KNOWLEDGE_T1" />
   <TITLE            text = "THIRST_FOR_KNOWLEDGE_T1_TITLE" />
   <FLAVOURTEXT      text = "THIRST_FOR_KNOWLEDGE_T1_FLAVOUR" />
   <ARTID           value = "THIRST_FOR_KNOWLEDGE_T1" />
<!--
///////////////////////////////////////////////////////////////////////////////////

 START OF CARD ABILITIES

///////////////////////////////////////////////////////////////////////////////////
-->

   <SPELL_ABILITY tag="THIRST_FOR_KNOWLEDGE_T1_RULE_1" layer="0" auto_skip="1">
      <PLAYTIME>
         DrawCards( 3 )
         Object():GetFilter():Clear()
         Object():GetFilter():NotTargetted()
         Object():GetFilter():SetZone( ZONE_HAND )
         Object():GetFilter():SetController( Object():GetPlayer() )
         Object():GetPlayer():SetTargetCount( 1 )
         Object():GetPlayer():ChooseTargets( "ChooseCardToDiscard" )
      </PLAYTIME>
      <EFFECT>
         if Object():GetCardType():Test( CARD_TYPE_ARTIFACT ) then
            Object():GetTargetCard():Discard()
         else
            Object():GetTargetCard():Discard()
            DiscardCards( 1 )
         end
      </EFFECT>
   </SPELL_ABILITY>

<!--
///////////////////////////////////////////////////////////////////////////////////

 END OF CARD ABILITIES

///////////////////////////////////////////////////////////////////////////////////
-->

  </CARD>
</MULTICARDS>
to return a card name that if it's same as another

Code: Select all
<?xml version="1.0"?>
<MULTICARDS> 
  <CARD>
<!--
///////////////////////////////////////////////////////////////////////////////////

 CARD INFORMATIONS

///////////////////////////////////////////////////////////////////////////////////
-->
   <RARITY       metaname = "uncommon" />
   <COLLECTIONMAX   value = "0" />
   <COLLECTORNUMBER value = "0" />
   <CARDNUMBER      value = "0" />

   <TYPE         metaname = "Sorcery" />
   <CASTING_COST     cost = "{R}" />
   <COLOR           value = "R" />
   <FRAMECOLOUR      name = "R" />
   <ARTIST           name = "Dany Orizio" />

   <EXPANSION    metaname = "TYP1" />
   <FILENAME         text = "RITE_OF_FLAME_T0" />
   <TITLE            text = "RITE_OF_FLAME_T0_TITLE" />
   <FLAVOURTEXT      text = "RITE_OF_FLAME_T0_FLAVOUR" />
   <ARTID           value = "RITE_OF_FLAME_T0" />
<!--
///////////////////////////////////////////////////////////////////////////////////

 START OF CARD ABILITIES

///////////////////////////////////////////////////////////////////////////////////
-->

    <TOKEN_REGISTRATION type="_RED_MANA_Token" reservation="6" />

    <!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->

   <SPELL_ABILITY tag="RITE_OF_FLAME_T0_RULE_1" layer="0">
      <EFFECT>
         ProduceRedMana( 2 )
      </EFFECT>
   </SPELL_ABILITY>

   <TRIGGERED_ABILITY layer="0" auto_skip="1">
   <TRIGGER value="SPELL_PLAYED">
      return SelfTriggered()
   </TRIGGER>
      <FILTER>
         Object():GetFilter():Clear()
         Object():GetFilter():NotTargetted()
         Object():GetFilter():SetZone( ZONE_GRAVEYARD )
         Object():GetFilter():SetRef( TriggerObject():GetRef() )
         Object():GetFilter():SetNeutral()
         return (Object():GetFilter():Count())
      </FILTER>
      <EFFECT>
         ProduceRedMana( Subject() )
      </EFFECT>
   </TRIGGERED_ABILITY>
  </CARD>
</MULTICARDS>
this, works well, but i really don't know how to disable it to "TRIGGERED" when tapped. because i'm not sure if an enchantment could effect when tapped. =P~

Code: Select all
<?xml version="1.0"?>
<MULTICARDS>
    <CARD>

<!--
///////////////////////////////////////////////////////////////////////////////////

 CARD INFORMATIONS

///////////////////////////////////////////////////////////////////////////////////
-->

      <RARITY         metaname = "Rare"/>
      <COLLECTIONMAX     value = "0"/>
      <COLLECTORNUMBER   value = "0"/>
      <CARDNUMBER        value = "0"/>

      <TYPE           metaname = "Enchantment"/>
      <CASTING_COST       cost = "{4}{B}{B}"/>
      <COLOR             value = "B"/>
      <FRAMECOLOUR        name = "B"/>
      <ARTIST             name = "Michael Sutfin"/>

      <EXPANSION      metaname = "TYPE1"/>
      <FILENAME           text = "YAWGMOTHS_BARGAIN_T1"/>
      <TITLE              text = "YAWGMOTHS_BARGAIN_T1_TITLE"/>
      <FLAVOURTEXT        text = "YAWGMOTHS_BARGAIN_T1_FLAVOUR" />
      <ARTID             value = "YAWGMOTHS_BARGAIN_T1"/>
      
<!--
///////////////////////////////////////////////////////////////////////////////////

 START OF CARD ABILITIES

///////////////////////////////////////////////////////////////////////////////////
-->

   <TRIGGERED_ABILITY tag="YAWGMOTHS_BARGAIN_T1_RULE_1" internal="1" layer="0" pre_trigger="1">
   <TRIGGER value="DREW_CARD">
      if ( TriggerPlayer() == Object():GetController() and MTG():GetStep() == STEP_DRAW and Object():GetController():MyTurn() ~= 0 ) then
         override = true
         return true
         end
      return false       
   </TRIGGER>
   </TRIGGERED_ABILITY>

   <ACTIVATED_ABILITY tag="YAWGMOTHS_BARGAIN_T1_RULE_2" layer="0">
   <COST type="Life" points="1" />
      <EFFECT>
         Object():GetController():DrawCard()
      </EFFECT>
   </ACTIVATED_ABILITY>

<!--
///////////////////////////////////////////////////////////////////////////////////

 END OF CARD ABILITIES

///////////////////////////////////////////////////////////////////////////////////
-->
    </CARD>
</MULTICARDS>
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