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Magic: The Gathering - Duels of the Planeswalkers
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2013




Recurring Nightmare
Moderator: CCGHQ Admins
8 posts
• Page 1 of 1
Recurring Nightmare
by kpruss » 05 Dec 2012, 19:22
I'm trying to use this code for Recurring Nightmare, but it won't return itself to the hand for the cost of its effect so you can do infinite graveyard combos for 0 mana.
Just wondering if there is a better way for it to bounce itself, or if I will have to make something similar to deprive or Nulltread Beast or w/e it's called and just add an additional cost for an enchantment or something.
Thanks in advance.
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="RECURRING_NIGHTMARE_623398" />
<CARDNAME text="RECURRING_NIGHTMARE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Recurring Nightmare]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="623398" />
<ARTID value="623398" />
<ARTIST name="Jeff Laubenstein" />
<CASTING_COST cost="{2}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“I am confined by sleep and defined by nightmare.”
—Crovax]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<ACTIVATED_ABILITY auto_skip="1" sorcery_time="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacrifice a creature, Return Recurring Nightmare to owner's hand: Put target creature card from your graveyard into play. Play this ability as a sorcery.]]></LOCALISED_TEXT>
<COST type="ReturnSelf" />
<COST type="Sacrifice">
<TARGET_DEFINITION id="6">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ENEMY, EffectController() )
filter:NotTargetted()
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(6)
</TARGET_DETERMINATION>
<PLAYTIME>
EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE", EffectDC():Make_Targets(0) )
</PLAYTIME></COST>
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_GRAVEYARD )
filter:SetHint( HINT_ALLIED, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_ONTO_BATTLEFIELD", EffectDC():Make_Targets(1) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
if EffectDC() ~= nil then
local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
target:PutIntoPlay( EffectController() )
end
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<AI_BASE_SCORE score="900" zone="ZONE_IN_PLAY" />
</CARD_V2>
Just wondering if there is a better way for it to bounce itself, or if I will have to make something similar to deprive or Nulltread Beast or w/e it's called and just add an additional cost for an enchantment or something.
Thanks in advance.
Re: Recurring Nightmare
by pcastellazzi » 05 Dec 2012, 22:04
You may try with:
- Code: Select all
<COST type="Generic">
<RESOLUTION_TIME_ACTION>
Object():PutInHand()
</RESOLUTION_TIME_ACTION>
</COST>
The lights then came up and the crowd erupted in applause, because that's what the crowd does after it watches destruction on a large screen.
— Ben Kuchera, Mordern Warfare 3 review.
— Ben Kuchera, Mordern Warfare 3 review.
-
pcastellazzi - Posts: 184
- Joined: 25 Apr 2012, 00:40
- Location: Montevideo, Uruguay
- Has thanked: 11 times
- Been thanked: 30 times
Re: Recurring Nightmare
by kpruss » 05 Dec 2012, 22:59
Thanks for the fix, it seems to work perfectly now, super broken still but fun to use.
By the way, would you guys know why Remand
By the way, would you guys know why Remand
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="REMAND_623747" />
<CARDNAME text="REMAND" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Remand]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="623747" />
<ARTID value="623747" />
<ARTIST name="Mark A. Nelson" />
<CASTING_COST cost="{1}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_STACK )
filter:SetStackObjectType( STACK_OBJECT_CARD )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_SPELL_TO_COUNTER", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectSource():GetTargetCard()
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
if characteristics:Characteristic_Get( CHARACTERISTIC_CANT_BE_COUNTERED ) == 0 then
ObjectDC():Set_CardPtr(0, target)
end
target:CounterSpell()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_STACK" active_zone="ZONE_STACK">
<TRIGGER value="ZONECHANGE_CONSIDERED" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_STACK">
local target = ObjectDC():Get_CardPtr(0)
if target ~= nil and TriggerObject() == target then
override = true
TriggerObject():PutInHand()
return true
else
return false
end
</TRIGGER>
</TRIGGERED_ABILITY>
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local NumCards = 1
while (NumCards > 0) do
NumCards = NumCards - 1
EffectController():DrawCard()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="ISOCHRON_SCEPTER_46741" />
<CARDNAME text="ISOCHRON_SCEPTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Isochron Scepter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scettro Isocrono]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Isochron-Szepter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sceptre isochronique]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cetro isócrono]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[等時の王笏]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Isochron Scepter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Isochron Scepter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cetro Isócrono]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="46741" />
<ARTID value="46741" />
<ARTIST name="Mark Harrison" />
<CASTING_COST cost="{2}" />
<TYPE metaname="Artifact" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Imprint — When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Imprimere Quando lo Scettro Isocrono entra in gioco, puoi rimuovere dal gioco una carta istantaneo con costo di mana convertito pari o inferiore a 2 presente nella tua mano (La carta rimossa viene impressa su questo artefatto.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Einprägen Wenn das Isochron-Szepter ins Spiel kommt, kannst du eine Spontanzauberkarte deiner Wahl mit umgewandelten Manakosten von 2 oder weniger auf deiner Hand ganz aus dem Spiel entfernen. (Die entfernte Karte wird in dieses Artefakt eingeprägt.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Empreinte - Quand le Sceptre isochronique arrive en jeu, vous pouvez retirer de la partie une carte d'éphémère de votre main ayant un coût converti de mana inférieur ou égal à 2. (Cet artefact a l'empreinte de la carte retirée.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Estampa Cuando el Cetro isócrono entre en juego, puedes remover del juego una carta de instantáneo con coste de maná convertido de 2 o menos de tu mano. (La carta removida es estampada en este artefacto.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[刻印 ― 等時の王笏が場に出たとき、あなたの手札にある点数でみたマナ・コストが2以下のインスタント・カード1枚をゲームから取り除く。 (取り除かれたカードは、このアーティファクトに刻印される。)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Imprint — When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Imprint — When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Estampar Quando Cetro Isócrono entra em jogo, você pode remover do jogo um card de mágica instantânea com custo de mana convertido menor ou igual a 2 que estiver em sua mão. (O card removido fica estampado neste artefato.)]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
local filter = Object():GetFilter()
local player = EffectController()
filter:Clear()
filter:SetZone( ZONE_HAND )
filter:SetPlayer( player )
filter:AddCardType( CARD_TYPE_INSTANT )
filter:SetConvertedCostMax( 2 )
filter:SetHint( HINT_ALLIED, player )
filter:NotTargetted()
filter:May()
player:ChooseTarget( NO_VALIDATION, "CARD_QUERY_CHOOSE_CARD_TO_EXILE", EffectDC():Make_Targets(0) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
local count = ObjectDC():Get_Int(0)
local chest = ObjectDC():Get_Chest(1)
if target ~= nil then
target:RemoveFromGame()
target:NailOnto( Object() )
if chest == nil then
chest = ObjectDC():Make_Chest(1)
end
chest:Set_CardPtr(count, target)
count = count+1
ObjectDC():Set_Int(0, count)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, {T}: Puoi copiare la carta istantaneo impressa e giocare quella copia senza pagare il suo costo di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, {T}: Du kannst die eingeprägte Spontanzauberkarte kopieren und die Kopie spielen, ohne ihre Manakosten zu bezahlen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, {T}: Vous pouvez copier la carte d'éphémère dont le Sceptre isochronique a l'empreinte et jouer la copie sans payer son coût de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, {T}: Puedes copiar la carta de instantáneo estampada y jugar la copia sin pagar su coste de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, {T}:あなたは刻印されたインスタント・カードをコピーし、そのコピーをマナ・コストを支払わずにプレイしてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, {T}: Você pode copiar o card de mágica instantânea estampado e jogar a cópia sem pagar seu custo de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="Mana" cost="{2}" />
<RESOLUTION_TIME_ACTION>
local chest = ObjectDC():Get_Chest(1)
if chest ~= nil then
local spell = chest:Get_CardPtr(0)
local player = EffectController()
if player ~= nil then
if spell ~= nil then
player:CopySpellAndCastIt( spell )
end
end
end
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
<AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
<AI_AVAILABILITY step="main_1" turn="my_turn" />
<AI_AVAILABILITY type="in_response" />
</ACTIVATED_ABILITY>
<AI_CUSTOM_SCORE zone="ZONE_HAND">
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_HAND )
filter:SetPlayer( Object():GetOwner() )
filter:AddCardType( CARD_TYPE_INSTANT )
filter:NotTargetted()
filter:SetCardInstance( Object() )
filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
if filter:CountStopAt(1) == 0 then
return -5000
else
return 600
end
</AI_CUSTOM_SCORE>
<AI_BASE_SCORE score="600" zone="ZONE_IN_PLAY" />
</CARD_V2>
Re: Recurring Nightmare
by sumomole » 06 Dec 2012, 04:48
The Isochron Scepter there is a little problem, you can use the following code:kpruss wrote:seems to crash the game?
- Code: Select all
<ACTIVATED_ABILITY auto_skip="1" LKI_shield_effect_source="1" filter_zone="ZONE_IN_PLAY">
-
sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
- Been thanked: 234 times
Re: Recurring Nightmare
by thefiremind » 06 Dec 2012, 09:59
If you want to use shorter code as you were attempting to do the first time, you can do it, you just wrote the tag wrong: instead of "ReturnSelf", you have to write "Return_to_handSelf".

About Remand + Isochron Scepter crashing, my guess is that it's connected to the use of ObjectDC in Remand... maybe because the played card is a copy, maybe because the original is exiled, I don't know. I'd try with a delayed trigger:
You seem to find all the crashing scenarios by yourself... the perfect bug tester!kpruss wrote:(The second instance, a restoration angel was on the stack, and that card seems to have issues with a lot of things...)



About Remand + Isochron Scepter crashing, my guess is that it's connected to the use of ObjectDC in Remand... maybe because the played card is a copy, maybe because the original is exiled, I don't know. I'd try with a delayed trigger:
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="REMAND_623747" />
<CARDNAME text="REMAND" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Remand]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Remand]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="623747" />
<ARTID value="623747" />
<ARTIST name="Mark A. Nelson" />
<CASTING_COST cost="{1}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Well, at least all of that arm-waving and arcane babbling you did was impressive.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.]]></LOCALISED_TEXT>
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_STACK )
filter:SetStackObjectType( STACK_OBJECT_CARD )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_SPELL_TO_COUNTER", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectSource():GetTargetCard()
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
if characteristics:Characteristic_Get( CHARACTERISTIC_CANT_BE_COUNTERED ) == 0 then
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
MTG():CreateDelayedTrigger(1, delayDC)
end
target:CounterSpell()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY resource_id="1" internal="1" pre_trigger="1">
<CLEANUP fire_once="1" />
<TRIGGER value="ZONECHANGE_CONSIDERED" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_STACK">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil and TriggerObject() == target then
override = true
TriggerObject():PutInHand()
return true
else
return false
end
</TRIGGER>
</TRIGGERED_ABILITY>
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local NumCards = 1
while (NumCards > 0) do
NumCards = NumCards - 1
EffectController():DrawCard()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
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Re: Recurring Nightmare
by sumomole » 06 Dec 2012, 10:18
The code "ReturnSelf" I casually write, I didn't intend to complete this card.thefiremind wrote:If you want to use shorter code as you were attempting to do the first time, you can do it, you just wrote the tag wrong: instead of "ReturnSelf", you have to write "Return_to_handSelf".
I would like to know where to find these shorter code, I can only find in the official card, but I haven't seen the code "Return_to_handSelf".
The cause of the crash is the activated abilities forget increase LKI code, I have found this problem in the Hive Mind.thefiremind wrote:About Remand + Isochron Scepter crashing
Last edited by sumomole on 06 Dec 2012, 10:29, edited 1 time in total.
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sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
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Re: Recurring Nightmare
by thefiremind » 06 Dec 2012, 10:22
There isn't a specific code for paying by doing something to the card itself, it's just a composition of the generic code + "Self" (case-insensitive: no worries about capitals for those tags). So since "Discard" is valid, "DiscardSelf" is valid too; since "Remove_from_game" is valid, "Remove_from_gameSelf" is valid too; and so on.sumomole wrote:The code "ReturnSelf" I casually write, I didn't intend to complete this card.
I would like to know where to find these shorter code, I can only find in the official card, but I have not seen the code "Return_to_handSelf".
< 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: 722 times
Re: Recurring Nightmare
by sumomole » 06 Dec 2012, 10:31
Aha, that was it!thefiremind wrote:it's just a composition of the generic code + "Self"
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sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
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