Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93
That card that is supposed to autoplay if it starts in your hand doesn't work, I think
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Whoops! Sorry about that. Nabe has made working leylines - I'll switch Kev's out for Nabes on the next release.CWheezy wrote:That card that is supposed to autoplay if it starts in your hand doesn't work, I think
Nabe's doesn't require any addons or XML statics, plus it's already been integrated. In fact, it was included in the last mod - I must've just forgotten to switch around the treefolk deck. Thanks, though. As an aside, have you considered using static strings instead of identifiers as indexes into Nabe's storage? "COMPARTMENT_LOST_CHANCE" would work just as well as COMPARTMENT_ID_LOST_CHANCE and eliminate the additional XML dependency.thefiremind wrote:My leyline implementation worked quite well, too, in case you want to try:
viewtopic.php?f=63&t=5778
The only approximation, as I said in the topic, is that it all happens during the upkeep of the first turn rather than the beginning, but at the beginning it wasn't working, and anyway it's highly unlikely that something has to happen before the first upkeep in the game...
It's not necessary: Doran's ability is already coded in the game.Persee wrote:For Doran, the Siege Tower,
Use Trigger "CREATURE_DEALT_COMBAT_DAMAGE" for all creature
In the resolution, use something like that :
Damage():SetAmount(TriggerObject():GetCurrentCharacteristics():GetCurrentToughness())
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature assigns combat damage equal to its toughness rather than its power.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetZone() == ZONE_IN_PLAY)
</FILTER>
<CONTINUOUS_ACTION>
FilteredCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_USE_TOUGHNESS_FOR_COMBAT_DAMAGE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
Haha... I actually saw that characteristic, but I didn't assume it was implemented. Is it? Have you tested it and found that it works?thefiremind wrote:It's not necessary: Doran's ability is already coded in the game.Persee wrote:For Doran, the Siege Tower,
Use Trigger "CREATURE_DEALT_COMBAT_DAMAGE" for all creature
In the resolution, use something like that :
Damage():SetAmount(TriggerObject():GetCurrentCharacteristics():GetCurrentToughness())You don't need anything else.
- Code: Select all
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature assigns combat damage equal to its toughness rather than its power.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetZone() == ZONE_IN_PLAY)
</FILTER>
<CONTINUOUS_ACTION>
FilteredCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_USE_TOUGHNESS_FOR_COMBAT_DAMAGE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
Haha, that's awesome! Thanks very much for the heads-up. As hard as it is trying to write decks w/o being able to see the engine implementation or having proper debug support, I've gotta' hand it to Stainless - they have created a truly magnificent game engine for what is arguably the most complicated game in existence to program.thefiremind wrote:Yes, it works perfectly.
There's a link to it in the first page: http://www.slightlymagic.net/forum/viewtopic.php?f=62&t=6057 I just checked it two minutes ago, and the link is still working. You don't need to install Kev's 2012 mods incrementally, like you apparently had to for the last game - just install the 1.2 mod and drop my .wad in your game directory.Triadasoul wrote:Any chance of the link to DOTP 2012 Custom DLC 1, because without that we couldn't give a try to your amazing work.
