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2013




.TDX Art File?
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.TDX Art File?
by BloodReyvyn » 20 May 2013, 17:23
Probably pretty newb of me to ask, but I've never seen this file format before. What kind of file is this and how do I go about making them?
I have created a fully-working Nearheath Pilgrim, though it has no art on the card. Being a stickler for details, I can't have that, and besides I need a custom personality and deck box, etc. so yeah.
Heh, any and all responses welcome, and for reading, a gift lol...
Nearheath Pilgrim Code:
https://www.dropbox.com/s/72o4we93k13z7zt/NEARHEATH_PILGRIM_1030501.zip?v=0rw--
I have created a fully-working Nearheath Pilgrim, though it has no art on the card. Being a stickler for details, I can't have that, and besides I need a custom personality and deck box, etc. so yeah.
Heh, any and all responses welcome, and for reading, a gift lol...
Nearheath Pilgrim Code:
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="NEARHEATH_PILGRIM_1030501" />
<CARDNAME text="NEARHEATH_PILGRIM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="1030501" />
<ARTID value="1030501" />
<ARTIST name="Erica Yang" />
<CASTING_COST cost="{1}{W}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<SUB_TYPE metaname="Cleric" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<POWER value="2" />
<TOUGHNESS value="1" />
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_IN_PLAY">
return (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and Object():GetCurrentCharacteristics():Characteristic_Get( CHARACTERISTIC_PHASING ) == 0)
</TRIGGER>
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:May()
filter:NotTargetted()
if TriggerObject() ~= Object() then
filter:SetCardInstance( TriggerObject() )
else
filter:SetCardInstance( Object() )
filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
end
filter:AddCharacteristic( CHARACTERISTIC_PHASING )
filter:AddExtra( FILTER_EXTRA_FLIP_CHARACTERISTICS )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:SetController( EffectController() )
filter:SetHint( HINT_ALLIED_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil and
Object():GetCurrentCharacteristics():Characteristic_Get( CHARACTERISTIC_PHASING ) == 0 and
Object():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
Object():GetController() == EffectController()) then
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_PAIR", EffectDC():Make_Targets(0) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, target)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, EffectController())
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ABILITY_RESOLVED">
if Object():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND) == nil then
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetCardInstance( Object() )
filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
filter:SetController( EffectController() )
local others = filter:EvaluateObjects()
if others > 0 then
for i=0,others-1 do
local card = filter:GetNthEvaluatedObject(i)
if card ~= nil and card:GetDataChest() ~= nil then
local pair = card:GetDataChest():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
if pair ~= nil and pair == Object() then
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, card)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, EffectController())
return true
end
end
end
end
end
return false
</TRIGGER>
</TRIGGERED_ABILITY>
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
if pair ~= nil then
pair:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_PHASING, 1 )
Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_PHASING, 1 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
if pair ~= nil then
pair:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_LIFELINK, 1 )
Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_LIFELINK, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ABILITY_RESOLVED">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
local player = ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED)
if pair ~= nil and player ~= nil then
return (pair:GetController() ~= player or Object():GetController() ~= player or pair:GetCardType():Test( CARD_TYPE_CREATURE ) == 0 or Object():GetCardType():Test( CARD_TYPE_CREATURE ) == 0)
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="SPELL_RESOLVED">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
local player = ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED)
if pair ~= nil and player ~= nil then
return (pair:GetController() ~= player or Object():GetController() ~= player or pair:GetCardType():Test( CARD_TYPE_CREATURE ) == 0 or Object():GetCardType():Test( CARD_TYPE_CREATURE ) == 0)
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="PLAYER_LOSES_GAME">
local player = ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED)
if player ~= nil then
return TriggerPlayer() == player
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_2" body="MORE_INFO_BADGE_BODY_2" zone="ZONE_ANY" />
<HELP title="MORE_INFO_BADGE_TITLE_170" body="MORE_INFO_BADGE_BODY_170" zone="ZONE_ANY" />
<SFX text="COMBAT_BLADE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLADE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="450" zone="ZONE_IN_PLAY" />
</CARD_V2>
https://www.dropbox.com/s/72o4we93k13z7zt/NEARHEATH_PILGRIM_1030501.zip?v=0rw--
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
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Re: .TDX Art File?
by thefiremind » 20 May 2013, 19:16
viewtopic.php?f=65&t=2956
viewtopic.php?f=65&t=5987
Those tutorials were made for DotP2012 but they still work for DotP2013, except for the deck box which is smaller on 2013 (scroll down and you'll find links to new templates), and you don't need to make frames because it already has all the frames it can use (if you add different ones, you can't tell the game to use them).
viewtopic.php?f=65&t=5987
Those tutorials were made for DotP2012 but they still work for DotP2013, except for the deck box which is smaller on 2013 (scroll down and you'll find links to new templates), and you don't need to make frames because it already has all the frames it can use (if you add different ones, you can't tell the game to use them).
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
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Re: .TDX Art File?
by BloodReyvyn » 20 May 2013, 20:08
I kind of figured it out by trial and error, and I totally overlooked the conversion tool in GibbedTools.
Thanks for the links though. It will definitely eliminate a lot of guess work.
Thanks for the links though. It will definitely eliminate a lot of guess work.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-
BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
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