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List of new cards in Return to Ravnica DLC
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List of new cards in Return to Ravnica DLC
by Emashzed » 22 Sep 2012, 08:57
Here's to the best of my knowledge the list of new cards in the DLC (NOT counting the cards we already had in the early version of the Return to Ravnica decks)
Interrestingly, there are some proliferate cards in there, using the following code :
- cards | Open
- Aggravated Assault
Aggressive Urge
Battlegrowth
Bestial Menace
Birthing Pod
Bitterheart Witch
Blightsteel Colossus
Blind Zealot
Clockwork Hydra
Curse of Bloodletting
Curse of Death's Hold
Curse of Stalked Prey
Curse of the Pierced Heart
Curse of Thirst
Deceiver Exarch
Deepchannel Mentor
Deluge
Dementia Bat
Diabolic Intent
Dream Stalker
Dross Hopper
Dross Scorpion
False Cure
Fiery Conclusion
Fiery Fall
Furyborn Hellkite
Galvanic Blast
Gamble
Geralf's Mindcrusher
Geth's Verdict
Goblin Shortcutter
Golem Foundry
Grasp of Darkness
Grim Affliction
Grimgrin Corpseborn
Hideous Visage
Hoarding Dragon
Hurkyl's Recall
Knight Exemplar
Memnite
Moltensteel Dragon
Mudbutton Torchrunner
Mutagenic Growth
Necrotic Ooze
Phyrexian Crusader
Precursor Golem
Pride of Lions
Rhox
Ridgetop Raptor
Roc Egg
Seal of Doom
Shivan Dragon
Soul's Fire
Spin Engine
Spread the Sickness
Steel Hellkite
Thorn Elemental
Throne of Geth
Trained Armodon
Trollhide
True Conviction
Trumpet Blast
Turn the Tide
Umezawa’s Jitte
Untamed Might
Urabrask the Hidden
Vector Asp
Viridian Shaman
Witchbane Orb
Interrestingly, there are some proliferate cards in there, using the following code :
- Code: Select all
<FILTER>
return (Permanents())
</FILTER>
<RESOLUTION_TIME_ACTION>
local suitable_counter_type = 0
if FilteredCard():GetPlayer():GetTeam() == Object():GetPlayer():GetTeam() then
suitable_counter_type = FilteredCard():GetBestOrWorstCounterType(1) else
suitable_counter_type = FilteredCard():GetBestOrWorstCounterType(0)
end
if suitable_counter_type ~= 0 then
FilteredCard():AddCounters( suitable_counter_type, 1 )
end
</RESOLUTION_TIME_ACTION>
Re: List of new cards in Return to Ravnica DLC
by thefiremind » 22 Sep 2012, 09:57
That's the old proliferate code and it cannot work with poison because it checks only cards (FilteredCard is there, FilteredPlayer isn't). Basically it searches for a "good" counter type on allied cards, and for a "bad" counter type on enemy cards, then it proliferates that counter (if found). I successfully used those functions for implementing cards that need to remove any type of counter from a card here... but maybe you already looked at my Hex Parasite. 
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Re: List of new cards in Return to Ravnica DLC
by Miraika » 22 Sep 2012, 11:33
By the way, all of the new cards are for the new puzzles. It goes without saying that Necrotic Ooze is a hack.
- Code: Select all
<STATIC_ABILITY filter_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT> ... </LOCALISED_TEXT>
<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetZone() == (ZONE_GRAVEYARD))
</FILTER>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
local card = FilteredCard()
if card:GetCardName() == "MOLTENSTEEL_DRAGON" then
characteristics:GrantAbility(1)
elseif card:GetCardName() == "CLOCKWORK_HYDRA" then
characteristics:GrantAbility(2)
elseif card:GetCardName() == "GRIMGRIN_CORPSEBORN" then
characteristics:GrantAbility(3)
elseif card:GetCardName() == "ROYAL_ASSASSIN" then
characteristics:GrantAbility(4)
elseif card:GetCardName() == "SPIN_ENGINE" then
characteristics:GrantAbility(5)
elseif card:GetCardName() == "STEEL_HELLKITE" then
characteristics:GrantAbility(6)
characteristics:GrantAbility(7)
elseif card:GetCardName() == "DEMENTIA_BAT" then
characteristics:GrantAbility(8)
elseif card:GetCardName() == "DROSS_HOPPER" then
characteristics:GrantAbility(9)
elseif card:GetCardName() == "VECTOR_ASP" then
characteristics:GrantAbility(10)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
Re: List of new cards in Return to Ravnica DLC
by pcastellazzi » 23 Sep 2012, 05:21
This list could mean fixes to some known bugs:
Birthing Pod, Even though abilities with phyrexian mana as cost work as expected the phyrexian mana symbol for abilities is not shown properly. This is one is only annoying.
On the other hand, cards with infect. I hope this mean the AI can properly account for the ability. Now the characteristic for it exist but the AI completly ignore poison counters as a source of damage. This means if the AI hava a creature whith infect, even if you have no wat to stop it, the AI will not attack you. Also if you attack only with infected creatures, even if the AI can crush you it will not block you either.
Birthing Pod, Even though abilities with phyrexian mana as cost work as expected the phyrexian mana symbol for abilities is not shown properly. This is one is only annoying.
On the other hand, cards with infect. I hope this mean the AI can properly account for the ability. Now the characteristic for it exist but the AI completly ignore poison counters as a source of damage. This means if the AI hava a creature whith infect, even if you have no wat to stop it, the AI will not attack you. Also if you attack only with infected creatures, even if the AI can crush you it will not block you either.
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Re: List of new cards in Return to Ravnica DLC
by thefiremind » 23 Sep 2012, 08:43
Are you talking about the card inside the DLC or about your personal experience? I didn't see the DLC yet, I'm waiting for theta or something, hehe... anyway, I never had a problem with phyrexian mana symbols in abilities, by following this:pcastellazzi wrote:Birthing Pod, Even though abilities with phyrexian mana as cost work as expected the phyrexian mana symbol for abilities is not shown properly. This is one is only annoying.
viewtopic.php?f=65&t=7362
the only missing thing is the phyrexian symbol with no colored background, which would be useful for Rage Extractor (I used the black one as a placeholder in that card).
As a side note, if you want to see the complete list of available symbols, make a test card that contains all letters from {a} to {z} and from {A} to {Z} inside your language's ability text. There's not much to see, though... lots of them are symbols for the Xbox pad buttons.
Infect will be in a challenge if I understood well, so they could have used some trick (adding "must attack" or "must block" characteristics), which is very common in challenge-only cards.pcastellazzi wrote:On the other hand, cards with infect. I hope this mean the AI can properly account for the ability. Now the characteristic for it exist but the AI completly ignore poison counters as a source of damage. This means if the AI hava a creature whith infect, even if you have no wat to stop it, the AI will not attack you. Also if you attack only with infected creatures, even if the AI can crush you it will not block you either.
I'm very curious about Rhox... I thought about ways to achieve that ability but I was always worried that I could have broken some rules, so I never tried.
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Re: List of new cards in Return to Ravnica DLC
by RiiakShiNal » 23 Sep 2012, 16:58
Actually, that is not all of the available symbols, as you can also get some images with the printable symbols like {!}, {@}, {#}, {$}, {,}, {<}, {;}, etc.... I don't remember what they all are (most were not useful and some were blank, but there were white versions of the planeswalk and chaos symbols if I remember correctly along with a couple of others).thefiremind wrote:As a side note, if you want to see the complete list of available symbols, make a test card that contains all letters from {a} to {z} and from {A} to {Z} inside your language's ability text. There's not much to see, though... lots of them are symbols for the Xbox pad buttons.
Oh and of course we can't forget to mention
through {16} for colourless mana (pretty obvious which is probably why you didn't mention them, but they are still technically symbols).Just getting started: Xander9009's DotP 2014 Community Wad
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Re: List of new cards in Return to Ravnica DLC
by thefiremind » 23 Sep 2012, 20:52
Yes, and also because their existance actually doesn't mean that the game will use them: I tried to code Draco once, and even if {16} exists, the mana cost on the card was invisible.RiiakShiNal wrote:pretty obvious which is probably why you didn't mention them
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Re: List of new cards in Return to Ravnica DLC
by BlindWillow » 24 Sep 2012, 02:52
The graphic for {16} exists in the textures directory, but I noticed in the .exe file that they only linked the graphics up to {15}. So, lucky for Emrakul, not so lucky for Draco.thefiremind wrote:even if {16} exists, the mana cost on the card was invisible.
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Re: List of new cards in Return to Ravnica DLC
by pcastellazzi » 24 Sep 2012, 21:59
I was expecting for it to work with '{G/P}' as with the cost. I with try with '{L}' later. Thank you for the advice.thefiremind wrote:Are you talking about the card inside the DLC or about your personal experience? I didn't see the DLC yet, I'm waiting for theta or something, hehe... anyway, I never had a problem with phyrexian mana symbols in abilities, by following this:pcastellazzi wrote:Birthing Pod, Even though abilities with phyrexian mana as cost work as expected the phyrexian mana symbol for abilities is not shown properly. This is one is only annoying.
viewtopic.php?f=65&t=7362
the only missing thing is the phyrexian symbol with no colored background, which would be useful for Rage Extractor (I used the black one as a placeholder in that card).
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.
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