how to produce colorless mana?
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how to produce colorless mana?
by 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?
by castled » 17 Dec 2010, 06:58
someone wanna help me? or i have to give up to make some cards...
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Re: how to produce colorless mana?
by 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?
by 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...
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...
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Re: how to produce colorless mana?
by 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 ).
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).
Now, you must edit some functions in order for some spell that affects lands to work correctly (Lots of viewing XML files ).
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?
by 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 ?
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?
by IceManOnline » 17 Dec 2010, 08:15
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Re: how to produce colorless mana?
by 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
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>
- 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>
- 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>
- castled
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