Board index
Programs with AI or Rules Enforcement
Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels)
2014




Journey Into Nyx DLC (54/165) (Updated 5-30-14)
Moderator: CCGHQ Admins
Journey Into Nyx DLC (54/165) (Updated 5-30-14)
by Tejahn » 04 May 2014, 04:22
I'm sure others are already working towards getting the set done and by all means continue. I made a few constellation cards and then decided to go ahead and make cards for every one I could find high quality art for. I've also provided JPG, TDX, and XML for cards I finished and the ones I didn't.
Remember, This is a ongoing mod. I will add cards and update this DLC as HQ art becomes available or whenever somebody provide me illustrations. If somebody codes the Strive mechanic I'll start making those. I'm not sure how to resize art for tokens or link them to cards. I would have liked to create Rise of Eagles. I don't know if it's a difference for tokens with abilities and token without abilities. Can someone help me out with this?
I tested all the cards but if there are any mistakes point them out and I'll update the DLC. If the codes need to be cleaned up post your version of it and I'll fix it. One last thing, I downloaded and installed almost every DLC from this site. I'm not sure of everybody codes I used but I do know a few. I couldn't get drleg3nd mod to work. It kept crashing and I don't know why. But if anybody see they code PM me so I can let others know that your DLC is required to make these cards work. I need help to code the other cards.
Ajani, Mentor of Heroes
I made this card to try the multiple extra turn combo with Sage of Hours and it worked. But I can't get his 2nd ability to work. I copied the code from Uncovered Clues and changed the text to Aura, Creature, and Planeswalker but it won't trigger. Plus, I can still use the second ability even if I use the first one in the same turn. Here go the code.
Nightmarish End
This card resolves and the target creature doesn't receive the -X/-X based on the number of cards in my hand.
Remember, This is a ongoing mod. I will add cards and update this DLC as HQ art becomes available or whenever somebody provide me illustrations. If somebody codes the Strive mechanic I'll start making those. I'm not sure how to resize art for tokens or link them to cards. I would have liked to create Rise of Eagles. I don't know if it's a difference for tokens with abilities and token without abilities. Can someone help me out with this?
I tested all the cards but if there are any mistakes point them out and I'll update the DLC. If the codes need to be cleaned up post your version of it and I'll fix it. One last thing, I downloaded and installed almost every DLC from this site. I'm not sure of everybody codes I used but I do know a few. I couldn't get drleg3nd mod to work. It kept crashing and I don't know why. But if anybody see they code PM me so I can let others know that your DLC is required to make these cards work. I need help to code the other cards.
Ajani, Mentor of Heroes
I made this card to try the multiple extra turn combo with Sage of Hours and it worked. But I can't get his 2nd ability to work. I copied the code from Uncovered Clues and changed the text to Aura, Creature, and Planeswalker but it won't trigger. Plus, I can still use the second ability even if I use the first one in the same turn. Here go the code.
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AJANI_MENTOR_OF_HEROES_380367" />
<CARDNAME text="AJANI_MENTOR_OF_HEROES" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ajani, Mentor of Heroes]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ajani, mentor de héros]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ajani, mentor de héroes]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ajani, Mentor der Helden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ajani, Mentore di Eroi]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[英雄の導師、アジャニ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영웅의 스승 아자니]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аджани, Наставник Героев]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ajani, Mentor dos Heróis]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="380367" />
<ARTID value="380367" />
<ARTIST name="Aaron Miller" />
<CASTING_COST cost="{3}{G}{W}" />
<TYPE metaname="Planeswalker" />
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Ajani" />
<EXPANSION value="JOU" />
<RARITY metaname="M" />
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|(Loyalty 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|(Loyauté 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|(Lealtad 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|(Loyalität 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|(Fedeltà 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[(忠誠 4)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|(충성 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|(Верность 4)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|(Lealdade 4)|]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Loyalty" proliferate="11" />
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 4 )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[+1: Distribute three +1/+1 counters among one, two, or three target creatures you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[+1 : Répartissez trois marqueurs +1/+1 entre une, deux ou trois créatures ciblées que vous contrôlez.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[+1: Distribuye tres contadores +1/+1 entre una, dos o tres criaturas objetivo que controlas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[+1: Verteile drei +1/+1-Marken auf eine, zwei oder drei Kreaturen deiner Wahl, die du kontrollierst.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[</span><span style=“position:relative; font-style:italic”>[+1]</span><span style=“position:relative; font-style:normal”>: Distribuisci tre segnalini +1/+1 tra una, due o tre creature bersaglio che controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[+1:あなたのコントロールするクリーチャーを1体、または2体か3体対象とする。それらの上に3個の+1/+1カウンターを好きなように割り振って置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[+1: 당신이 조종하는 생물 중 하나, 둘 또는 세 개를 목표로 정한다. 그 생물들에 +1/+1 카운터 세 개를 배분한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[+1: распределите три жетона +1/+1 между одним, двумя или тремя целевыми существами под вашим контролем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[+1: Distribua três marcadores +1/+1 entre uma, duas ou três criaturas alvo que você controla.]]></LOCALISED_TEXT>
<AVAILABILITY sorcery_time="1" per_turn_limit="1" />
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 1 )
end
</PLAY_TIME_ACTION>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS1_PLUS1_COUNTER" definition="0" compartment="0" count="3" up_to="1" counter_assignment="1" />
<RESOLUTION_TIME_ACTION>
local targetDC = EffectDC():Get_Targets(0)
for i=0,2 do
local target_creature = targetDC:Get_CardPtr(i)
local number = targetDC:Get_Assignment(i)
if ( target_creature ~= nil ) then
target_creature:AddCounters( MTG():PlusOnePlusOneCounters() , number )
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[+1: Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[+1 : Regardez les quatre cartes du dessus de votre bibliothèque. Vous pouvez révéler une carte d’aura, de créature ou de planeswalker parmi elles et la mettre dans votre main. Mettez le reste au-dessous de votre bibliothèque, dans n’importe quel ordre.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[+1: Mira las cuatro primeras cartas de tu biblioteca. Puedes mostrar una carta de aura, criatura o planeswalker que se encuentre entre ellas y ponerla en tu mano. Pon el resto en el fondo de tu biblioteca en cualquier orden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[+1: Schaue dir die obersten vier Karten deiner Bibliothek an. Du kannst davon eine Aura-, Kreaturen- oder Planeswalkerkarte offen vorzeigen und sie auf deine Hand nehmen. Lege den Rest in beliebiger Reihenfolge unter deine Bibliothek.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[</span><span style=“position:relative; font-style:italic”>[+1]</span><span style=“position:relative; font-style:normal”>: Guarda le prime quattro carte del tuo grimorio. Puoi rivelare una carta Aura, creatura o planeswalker tra esse e aggiungerla alla tua mano. Metti le altre in fondo al tuo grimorio in qualsiasi ordine.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[+1:あなたのライブラリーの一番上から4枚のカードを見る。あなたはその中からオーラ・カード1枚かクリーチャー・カード1枚かプレインズウォーカー・カード1枚を公開してあなたの手札に加えてもよい。残りをあなたのライブラリーの一番下に望む順番で置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[+1: 당신의 서고 맨 위의 카드 네 장을 본다. 당신은 그 중에서 마법진, 생물, 또는 플레인즈워커 카드 한 장을 공개하고 당신의 손으로 가져갈 수 있다. 나머지 카드들은 당신이 원하는 순서로 당신의 서고 맨 밑에 놓는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[+1: посмотрите четыре верхние карты вашей библиотеки. Вы можете показать находящуюся среди них карту Ауры, существа или planeswalker-а и положить ее в вашу руку. Положите остальные карты в низ вашей библиотеки в любом порядке.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[+1: Olhe os quatro cards do topo do seu grimório. Você pode revelar um card de Aura, criatura ou planeswalker dentre eles e colocá-lo em sua mão. Coloque o resto no fundo de seu grimório em qualquer ordem.]]></LOCALISED_TEXT>
<AVAILABILITY sorcery_time="1" per_turn_limit="1" />
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 1 )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local answerDC = EffectDC():Make_Targets(0)
local queryDC = EffectDC():Make_Chest(1)
local player = EffectController()
for i=0,(4-1) do
local card = player:Library_GetNth(i)
if card ~= nil then
queryDC:Set_CardPtr(i, card)
if (card:GetSubType():Test(CARD_TYPE_AURA) == false and card:GetCardType():Test(CARD_TYPE_CREATURE) == false) then
queryDC:QueryUnselect_CardPtr(i)
end
else
break
end
end
player:SetItemCount(1)
for j = 0, (1-1) do
player:SetItemPrompt(j, "CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_YOUR_HAND" )
end
player:ChooseItemsFromDC( queryDC, answerDC, QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local targetDC = EffectDC():Get_Targets(0)
if targetDC ~= nil then
local number = targetDC:Count()
for i = 0,(number-1) do
local target = targetDC:Get_CardPtr(i)
if target ~= nil then
target:Reveal()
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local targetDC = EffectDC():Get_Targets(0)
if targetDC ~= nil then
local number = targetDC:Count()
for i = 0,(number-1) do
local target = targetDC:Get_CardPtr(i)
if target ~= nil then
target:PutInHand()
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local queryDC = EffectDC():Get_Chest(1)
local num_cards = queryDC:Count()
for i=0,num_cards-1 do
local card = queryDC:Get_CardPtr(i)
if card ~= nil then
card:PutOnBottomOfLibrary()
end
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[-8: You gain 100 life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[-8 : Vous gagnez 100 points de vie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[-8: Ganas 100 vidas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[-8: Du erhältst 100 Lebenspunkte dazu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[</span><span style=“position:relative; font-style:italic”>[-8]</span><span style=“position:relative; font-style:normal”>: Guadagni 100 punti vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[-8:あなたは100点のライフを得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[-8: 당신은 생명 100점을 얻는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[-8: вы получаете 100 жизней.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[-8: Você ganha 100 pontos de vida.]]></LOCALISED_TEXT>
<AVAILABILITY per_turn_limit="1" sorcery_time="1" />
<COST type="RemoveCountersSelf" amount="8" counter_type="Loyalty" />
<RESOLUTION_TIME_ACTION>
if ( EffectController() ~= nil ) then
EffectController():GainLife(100 )
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
</TRIGGER>
<RESOLUTION_TIME_ACTION>
PLW_CreateUniqueToken( "_PLANESWALKERS_MANAGER_LEGACY", "_PLANESWALKERS_MANAGER", EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="_PLANESWALKERS_MANAGER_LEGACY" />
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<HELP title="MORE_INFO_BADGE_TITLE_8" body="MORE_INFO_BADGE_BODY_8" zone="ZONE_ANY" />
<AI_COUNTER_SCORE type="Loyalty" score="100" />
<AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Nightmarish End
This card resolves and the target creature doesn't receive the -X/-X based on the number of cards in my hand.
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="NIGHTMARISH_END_380460" />
<CARDNAME text="NIGHTMARISH_END" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nightmarish End]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fin cauchemardesque]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Final de pesadilla]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Albtraumhaftes Ende]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incubo Mortale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[悪夢のような末路]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[악몽 같은 최후]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Кошмарный Конец]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fim Aterrador]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="380460" />
<ARTID value="380460" />
<ARTIST name="Willian Murai" />
<CASTING_COST cost="{2}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“To think some believe it peaceful to die in one’s sleep.”
—Ashiok, Nightmare Weaver]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Quand je pense que certains croient qu’il est préférable de mourir pendant son sommeil. »
—Ashiok, tisseur de cauchemars]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Y pensar que algunos creen que es plácido morir durmiendo”.
—Ashiok, urdidor de pesadillas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Welch Ironie, dass mancher glaubt, im Schlaf zu sterben wäre ein friedlicher Tod.”
—Ashiok der Albtraumweber]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“E pensare che alcuni ritengono serena la morte nel sonno.”
—Ashiok, Tessitore di Incubi]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「眠っている間に息を引き取るのが安らかな死に方だと信じている者がいるとはね。」
――悪夢の織り手、アショク]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[’잠자는 동안 죽는 게 평화로울 거라고 생각하는 사람들이 있다니.’
—악몽을 부르는 아시오크]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Подумать только, некоторые считают мирной смерть во сне».
— Ашиок, Ткач Кошмаров]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“E pensar que alguns acreditam que morrer dormindo seja uma morte serena.”
— Ashiok, Tecedor de Pesadelos]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="JOU" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature gets -X/-X until end of turn, where X is the number of cards in your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature ciblée gagne -X/-X jusqu’à la fin du tour, X étant le nombre de cartes dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura objetivo obtiene -X/-X hasta el final del turno, donde X es la cantidad de cartas de tu mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eine Kreatur deiner Wahl erhält -X/-X bis zum Ende des Zuges, wobei X gleich der Anzahl an Karten auf deiner Hand ist.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Una creatura bersaglio prende -X/-X fino alla fine del turno, dove X è pari al numero di carte nella tua mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とする。それはターン終了時まで-X/-Xの修整を受ける。Xはあなたの手札にあるカードの枚数に等しい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물을 목표로 정한다. 그 생물은 턴 종료까지 -X/-X를 받는다. X는 당신의 손에 있는 카드 수이다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Целевое существо получает -X/-X до конца хода, где Х — количество карт в вашей руке.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura alvo recebe -X/-X até o final do turno, sendo X o número de cards na sua mão.]]></LOCALISED_TEXT>
<SFX text="TARGET_PESTS_PLAY" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_LOSE_X_X" definition="0" compartment="0" count="1" />
<CONTINUOUS_ACTION layer="7C">
local target = EffectSource()
local number = EffectDC():Get_Int(1)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Power_Add( number )
characteristics:Toughness_Add( number )
end
</CONTINUOUS_ACTION>
<RESOLUTION_TIME_ACTION>
local player = SecondaryPlayer()
if player ~= nil then
EffectSourceLKI():DealDamageTo( player:Hand_Count(), player )
end
</RESOLUTION_TIME_ACTION>
<DURATION simple_duration="UntilEOT" />
</SPELL_ABILITY>
</CARD_V2>
- Code: Select all
Aspect of Gorgon
Banishing Light
Bladetusk Boar
Cast into Darkness
Cyclops of Eternal Fury
Dictate of Heliod
Dictate of Kruphix
Dictate of the Twin Gods
Dreadbringer Lampads
Eagle of the Watch
Eidolon of Blossoms
Font of Return
Font of Vigor
Forgeborn Oreads
Gnarled Scarhide
Golden Hind
Mana Confluence
Master of the Feast
Nyx Infusion
Nyx-Fleece Ram
Oakheart Dryads
Oreskos Swiftclaw
Pensive Minotaur
Pin to the Earth
Ravenous Leucrocota
Sage of Hours
Satyr Grovedancer
Sigiled Starfish
Spawn of Thraxes
Squelching Leeches
Temple of Epiphany
Temple of Malady
Triton Shorestalker
Underworld Coinsmith
- Code: Select all
Ajani's Presence
Atheros, God of Passage
Battlefield Thaumaturge
Crystalline Nautilus
Daring Thief
Deicide
Desperate Stand
Dictate of Karametra
Disciple of Deceit
Extinguish All Hope
Godsend
Hall of Triumph
Harness by Force
Hydra Broodmaster
Keranos, God of Storms
Kruphix, God of Horizons
Launch the Fleet
Market Festival
Nessian Game Warden
Pharika, God of Affliction
Riddle of Lightning
Rise of Eagles
Solidarity of Heroes
Spirespine
Spite of Mogis
Tormented Thoughts
Twinflame
- Attachments
-
Data_Decks_100097_JOURNEY_INTO_NYX.zip
- This is the DLC. It contains the 34 completed cards with art, etc.
- (59.61 KiB) Downloaded 703 times
-
Tejahn - Cards I Completed.zip
- This is a collection of cards I did code and have art for. I added the XML, TDX, and JPEG in this zip.
- (13.54 MiB) Downloaded 793 times
-
Tejahn - Cards I Didn't Complete.zip
- This is a collection of cards I didn't code but have the art for. I added the XML, TDX, and JPEG in this zip.
- (9.27 MiB) Downloaded 603 times
Last edited by Tejahn on 31 May 2014, 01:08, edited 5 times in total.
Re: Journey Into Nyx DLC (34/165)
by thefiremind » 04 May 2014, 09:00
Well, the only difference is the obvious one: the illustration window is smaller on tokens with abilities, so you need to resize pictures accordingly. This post should be helpful.Tejahn wrote:I'm not sure how to resize art for tokens or link them to cards. I would have liked to create Rise of Eagles. I don't know if it's a difference for tokens with abilities and token without abilities.
You had probably better asking whoever made that "_PLANESWALKER_MANAGER_LEGACY" (it's not mine), anyway, here's my advice.Tejahn wrote:Ajani, Mentor of Heroes
I made this card to try the multiple extra turn combo with Sage of Hours and it worked. But I can't get his 2nd ability to work. I copied the code from Uncovered Clues and changed the text to Aura, Creature, and Planeswalker but it won't trigger. Plus, I can still use the second ability even if I use the first one in the same turn.
About being able to use more than one ability, that is because Ajani, Mentor of Heroes isn't registered as a Planeswalker in the Planeswalkers' LOL file. You should open it (you can do it with Notepad if you have never opened one before), focus on an Ajani of your choice, search for all its occurrences, and for each one of them, add another one for AJANI_MENTOR_OF_HEROES. Then be sure that there are no other LOL files with the same name that don't have the edit you just made.
About the second ability not working, I can't see anything wrong, aside from not having the condition for the card not being a Planeswalker, but this shouldn't prevent the ability from working at all... what do you mean exactly with "it won't trigger"? You aren't given any option to choose a card?
EDIT:

You are on the right track, but judging from your code, you aren't really understanding what you are doing, which surely doesn't help.Tejahn wrote:Nightmarish End
This card resolves and the target creature doesn't receive the -X/-X based on the number of cards in my hand.

First things first: who is the target? Not EffectSource, which is the card you are coding, but EffectDC():Get_Targets(0):Get_CardPtr(0), which is where the target of the card has been stored (you also need to add a target definition that states what you can target with this card). Whose cards are you counting? Not SecondaryPlayer's (which is nobody here, because only triggers can have a secondary player), but EffectController's, which is who played the card.
Now, what you need to do is save the number of cards in your hand in a register inside a RESOLUTION_TIME_ACTION (because that is decided when the card resolves and it must not change later in the turn if you draw or discard), then, on the CONTINUOUS_ACTION, read the number from that register and give -X/-X according to that (you also forgot the "minus").
- Code: Select all
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_LOSE_X_X" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
if player ~= nil then
EffectDC():Set_Int( 1, player:Hand_Count() )
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="7C">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
local number = -EffectDC():Get_Int(1)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Power_Add( number )
characteristics:Toughness_Add( number )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
< 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: Journey Into Nyx DLC (34/165)
by Tejahn » 31 May 2014, 00:38
Thanks TFM. Especially for adding Ajani, Mentor of Heroes to your Planeswalker Mod. And like I promised here are 20 more cards since I was able grab the art.
- Code: Select all
Aegis of the Gods
Agent of Erebos
Akroan Mastiff
Bearer of the Heavens
Dawnbringer Charioteers
Dictate of Erebos
Doomwake Giant
Felhide Petrifier
Font of Fertility
Font of Fortunes
Grim Guardian
Harvestguard Alseids
Iroas, God of Victory
Nightmarish End
Pharika's Chosen
Pheres-Band Warchief
Riptide Chimera
Satyr Hoplite
Sightless Brawler
Thassa's Ire
- Attachments
-
Update 5-30-14.zip
- (2.84 MiB) Downloaded 394 times
Re: Journey Into Nyx DLC (54/165) (Updated 5-30-14)
by Tejahn » 31 May 2014, 17:32
Well, I'm an upstart so I can't seem to get these cards to work. Can someone help me out?
Crystalline Nautilus
Extinguish All Hope
Godhunter Octopus
Hall of Triumph
Heroes' Bane
Colossal Heroics
Consign to Dust
Harness by Force
Hour of Need
Launch the Fleet
Polymorphous Rush
Setessan Tactics
Twinflame
I have the art for all of the card below so if someone want to just provide the codes that'll be great.
Athreos, God of Passage
Battlefield Thaumaturge
Bloodcrazed Hoplite
Dakra Mystic
Daring Thief
Deicide (Can someone give me the code to make a card target a specific subtype? In this case a God. I want to make this one myself.)
Dictate of Karametra
Disciple of Deceit
Eidolon of Rhetoric
Godsend
Hydra Broodmaster
Flurry of Horns
Interpret the Signs
Keranos, God of Storms
King Macar, the Gold-Cursed
Kruphix, God of Horizons
Spite of Mogis
Stonewise Fortifier
Swarmborn Giant
Tormented Thoughts
Market Festival
Nessian Game Warden
Oppressive Rays - I really want this one
Pharika, God of Affliction
Quarry Colossus
Renowned Weaver
Riddle of Lightning
Rise of Eagles
Ritual of the Returned
Scourge of Fleets
Crystalline Nautilus
- Code: Select all
<UTILITY_ABILITY qualifier="Alternate" active_zone="ZONE_HAND">
<ABILITY_TEXT tag="CARD_QUERY_OPTION_BESTOW_3UU" />
<COST mana_cost="{3}{U}{U}" type="Mana" />
<COST type="Generic">
<PREREQUISITE>
MTG():ClearFilterMark()
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:SetZone( ZONE_BATTLEFIELD )
local filter_count = filter:EvaluateObjects()
local characteristics = Object():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
card_type:Clear()
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( ENCHANTMENT_TYPE_AURA )
for i=0,filter_count-1 do
local permanent = filter:GetNthEvaluatedObject(i)
if permanent:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
if Object():CanAttachTo(permanent) then
permanent:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
local count = filter:Count()
if count > 0 then
sub_type:ClearAllOfType( CARD_TYPE_ENCHANTMENT )
card_type:Clear()
card_type:Add( CARD_TYPE_CREATURE )
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( CREATURE_TYPE_NAUTILIUS )
return true
else
return false
end
</PREREQUISITE>
<RESOLUTION_TIME_ACTION>
if Object() ~= nil then
local refplayer = Object():GetPlayer()
local Chest_Id = Object():GetRef()
local chest = refplayer:PlayerDataChest():Make_Chest(Chest_Id)
chest:Set_CardPtr(1, Object())
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, Object())
delayDC:Protect_CardPtr(0)
MTG():CreateDelayedTrigger(1, delayDC)
end
</RESOLUTION_TIME_ACTION>
</COST>
</UTILITY_ABILITY>
<TRIGGERED_ABILITY resource_id="1" linked_ability_group="1">
<TRIGGER value="STATE_BASED_EFFECTS" />
<CLEANUP fire_once="1" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
if Object() ~= nil then
LinkedDC():Set_Int(0,0)
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
if Object():GetPlayer() ~= target:GetPlayer() then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_HEXPROOF ) == false then
LinkedDC():Set_Int(0,1)
LinkedDC():Set_Int(1,0)
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
MTG():CreateDelayedTrigger(2, delayDC)
else
LinkedDC():Set_Int(0,2)
end
else
LinkedDC():Set_Int(0,1)
LinkedDC():Set_Int(1,0)
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
MTG():CreateDelayedTrigger(2, delayDC)
end
else
LinkedDC():Set_Int(0,2)
end
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="4">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil and (LinkedDC():Get_Int(0) == 1 )then
local characteristics = EffectSource():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
card_type:Clear()
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( ENCHANTMENT_TYPE_AURA )
end
</CONTINUOUS_ACTION>
<DURATION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target == nil) or (target:GetCardType():Test(CARD_TYPE_CREATURE) == false) or (LinkedDC():Get_Int(0) == 2) then
return true
end
</DURATION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" linked_ability_group="1" replacement_query="1">
<TRIGGER value="STATE_BASED_EFFECTS" pre_trigger="1" />
<CLEANUP fire_once="1" />
<RESOLUTION_TIME_ACTION>
if Object() ~= nil then
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
if Object():GetPlayer() ~= target:GetPlayer() then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_HEXPROOF ) == false then
LinkedDC():Set_Int(0,3)
else
LinkedDC():Set_Int(0,2)
end
else
LinkedDC():Set_Int(0,3)
end
else
LinkedDC():Set_Int(0,2)
end
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="4">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
local characteristics = Object():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
card_type:Clear()
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( ENCHANTMENT_TYPE_AURA )
if Object():CanAttachTo(target) and (LinkedDC():Get_Int(1) == 0) then
if (LinkedDC():Get_Int(0) == 3) then
Object():Attach(target)
LinkedDC():Set_Int(1,1)
end
end
local parent = Object():GetParent()
if parent ~= nil then
if parent ~= target then
if Object():CanAttachTo(parent) then
Object():Attach(parent)
EffectDC():Set_CardPtr(0, parent)
end
end
end
end
</CONTINUOUS_ACTION>
<DURATION>
local target = EffectDC():Get_CardPtr(0)
if (target == nil) or (target:GetCardType():Test(CARD_TYPE_CREATURE) == false) or (LinkedDC():Get_Int(0) == 2) then
return true
end
</DURATION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
<TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
if (LinkedDC():Get_Int(0) ~= 2) then
LinkedDC():Set_Int(0,2)
end
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="1">
<TRIGGER value="BECAME_TARGET_OF_SPELL" simple_qualifier="self" />
<TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectController():Sacrifice( EffectSource() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="4">
local parent = EffectSource():GetParent()
if parent == nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_ENCHANTMENT )
card_type:Clear()
card_type:Add( CARD_TYPE_CREATURE )
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( CREATURE_TYPE_NAUTILUS )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7C">
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 4 )
parent:GetCurrentCharacteristics():Toughness_Add( 4 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7C">
<TRIGGER value="BECAME_TARGET_OF_SPELL" simple_qualifier="self" />
<TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectController():Sacrifice( EffectSource() )
end
</RESOLUTION_TIME_ACTION>
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
Extinguish All Hope
- Code: Select all
<SPELL_ABILITY>
<SFX text="GLOBAL_BLACK_SUN_PLAY" />
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():Destroy()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
Godhunter Octopus
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self" pre_trigger="1">
return CountcardSubtypeControlledBy(CARD_SUBTYPE_ENCHANTMENT, TriggerPlayer(), ZONE_BATTLEFIELD) == 0
</TRIGGER>
</TRIGGERED_ABILITY>
Hall of Triumph
- Code: Select all
<TRIGGERED_ABILITY replacement_query="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
</RESOLUTION_TIME_ACTION>
<FILTER>
local filter = ClearFilter()
filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
local filter = ClearFilter()
filter:Add( FE_COLOUR, OP_IS, GetChosenColour() )
FilteredCard():Power_Add( 1 )()
FilteredCard():Toughness_Add( 1 )()
end
</CONTINUOUS_ACTION>
</TRIGGERED_ABILITY>
Heroes' Bane
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 4 )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<SFX text="TARGET_GREEN_MAGIC_PLAY" />
<COST type="Mana" mana_cost="{2}{G}{G}" />
<RESOLUTION_TIME_ACTION>
local creature = EffectSource()
if creature ~= nil then
local power = creature:GetCurrentCharacteristics():Power_Get()
if power ~= nil then
EffectDC():Set_Int( 1, power )
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local total = EffectDC():Get_Int(1)
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add( total )
characteristics:Toughness_Add( total )
end
</CONTINUOUS_ACTION>
- Code: Select all
<TRIGGERED_ABILITY linked_ability_group="1">
<TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol">
if LinkedDC():Get_Int(0) == 1 then
LinkedDC():Set_Int(0, 0)
return true
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
<TRIGGER value="BECAME_TARGET_OF_SPELL" simple_qualifier="self">
if SecondaryPlayer() == EffectController() and SecondaryObject():WasCast() then
LinkedDC():Set_Int(0, 1)
end
return false
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self">
if SecondaryPlayer() == EffectController() and SecondaryObject():WasCast() then
local refplayer = SecondaryObject():GetPlayer()
local Chest_Id = SecondaryObject():GetRef()
local chest = refplayer:PlayerDataChest():Get_Chest(Chest_Id)
if chest ~= nil then
local card = chest:Get_CardPtr(1)
if card ~= nil then
if SecondaryObject() == card then
return true
end
end
end
end
return false
</TRIGGER>
<AUTO_SKIP no_effect_source="1" />
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
<TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self">
if SecondaryPlayer() == EffectController() and SecondaryObject():WasCast() then
local refplayer = SecondaryObject():GetPlayer()
local Chest_Id = SecondaryObject():GetRef()
local chest = refplayer:PlayerDataChest():Get_Chest(Chest_Id)
if chest ~= nil then
local card = chest:Get_CardPtr(1)
if card ~= nil then
if SecondaryObject() == card then
return true
end
end
end
end
return false
</TRIGGER>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
local subfilter = filter:AddSubFilter_Or()
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
subfilter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
</TARGET_DEFINITION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_ENCHANTMENT_TO_DESTROY" definition="0" compartment="0" count="1" />
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Destroy()
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self">
if SecondaryPlayer() == EffectController() and SecondaryObject():WasCast() then
local refplayer = SecondaryObject():GetPlayer()
local Chest_Id = SecondaryObject():GetRef()
local chest = refplayer:PlayerDataChest():Get_Chest(Chest_Id)
if chest ~= nil then
local card = chest:Get_CardPtr(1)
if card ~= nil then
if SecondaryObject() == card then
return true
end
end
end
end
return false
</TRIGGER>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
local subfilter = filter:AddSubFilter_Or()
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
subfilter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
</TARGET_DEFINITION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_ENCHANTMENT_TO_DESTROY" definition="0" compartment="0" count="1" />
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Destroy()
end
</RESOLUTION_TIME_ACTION>
- Code: Select all
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test( CARD_TYPE_ENCHANTMENT ) and TriggerObject() ~= EffectSource()
</TRIGGER>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_EXILE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_IS_ARTIFACT, true )
filter:Add( FE_IS_CREATURE, true )
filter:Add( FE_IS_ENCHANTMENT, true )
filter:Add( FE_IS_PLANESWALKER, true )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Exile()
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP>
return EffectDC():Get_Targets(0):Get_CardPtr(0) == nil
</AUTO_SKIP>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" resource_id="2">
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_END_OF_TURN
</TRIGGER>
<CLEANUP fire_once="1" />
<RESOLUTION_TIME_ACTION>
local trigger_creature = EffectDC():Get_CardPtr(0)
if trigger_creature ~= nil then
trigger_creature:PutOntoBattlefield( trigger_creature:GetOwner() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
- Code: Select all
<UTILITY_ABILITY qualifier="Alternate" active_zone="ZONE_HAND">
<ABILITY_TEXT tag="CARD_QUERY_OPTION_BESTOW_4G" />
<COST mana_cost="{4}{G}" type="Mana" />
<COST type="Generic">
<PREREQUISITE>
MTG():ClearFilterMark()
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:SetZone( ZONE_BATTLEFIELD )
local filter_count = filter:EvaluateObjects()
local characteristics = Object():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
card_type:Clear()
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( ENCHANTMENT_TYPE_AURA )
for i=0,filter_count-1 do
local permanent = filter:GetNthEvaluatedObject(i)
if permanent:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
if Object():CanAttachTo(permanent) then
permanent:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
local count = filter:Count()
if count > 0 then
sub_type:ClearAllOfType( CARD_TYPE_ENCHANTMENT )
card_type:Clear()
card_type:Add( CARD_TYPE_CREATURE )
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( CREATURE_TYPE_BEAST )
return true
else
return false
end
</PREREQUISITE>
<RESOLUTION_TIME_ACTION>
if Object() ~= nil then
local refplayer = Object():GetPlayer()
local Chest_Id = Object():GetRef()
local chest = refplayer:PlayerDataChest():Make_Chest(Chest_Id)
chest:Set_CardPtr(1, Object())
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, Object())
delayDC:Protect_CardPtr(0)
MTG():CreateDelayedTrigger(1, delayDC)
end
</RESOLUTION_TIME_ACTION>
</COST>
</UTILITY_ABILITY>
<TRIGGERED_ABILITY resource_id="1" linked_ability_group="1">
<TRIGGER value="STATE_BASED_EFFECTS" />
<CLEANUP fire_once="1" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
if Object() ~= nil then
LinkedDC():Set_Int(0,0)
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
if Object():GetPlayer() ~= target:GetPlayer() then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_HEXPROOF ) == false then
LinkedDC():Set_Int(0,1)
LinkedDC():Set_Int(1,0)
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
MTG():CreateDelayedTrigger(2, delayDC)
else
LinkedDC():Set_Int(0,2)
end
else
LinkedDC():Set_Int(0,1)
LinkedDC():Set_Int(1,0)
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
MTG():CreateDelayedTrigger(2, delayDC)
end
else
LinkedDC():Set_Int(0,2)
end
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="4">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil and (LinkedDC():Get_Int(0) == 1 )then
local characteristics = EffectSource():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
card_type:Clear()
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( ENCHANTMENT_TYPE_AURA )
end
</CONTINUOUS_ACTION>
<DURATION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target == nil) or (target:GetCardType():Test(CARD_TYPE_CREATURE) == false) or (LinkedDC():Get_Int(0) == 2) then
return true
end
</DURATION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" linked_ability_group="1" replacement_query="1">
<TRIGGER value="STATE_BASED_EFFECTS" pre_trigger="1" />
<CLEANUP fire_once="1" />
<RESOLUTION_TIME_ACTION>
if Object() ~= nil then
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
if Object():GetPlayer() ~= target:GetPlayer() then
if target:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_HEXPROOF ) == false then
LinkedDC():Set_Int(0,3)
else
LinkedDC():Set_Int(0,2)
end
else
LinkedDC():Set_Int(0,3)
end
else
LinkedDC():Set_Int(0,2)
end
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="4">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
local characteristics = Object():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
card_type:Clear()
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( ENCHANTMENT_TYPE_AURA )
if Object():CanAttachTo(target) and (LinkedDC():Get_Int(1) == 0) then
if (LinkedDC():Get_Int(0) == 3) then
Object():Attach(target)
LinkedDC():Set_Int(1,1)
end
end
local parent = Object():GetParent()
if parent ~= nil then
if parent ~= target then
if Object():CanAttachTo(parent) then
Object():Attach(parent)
EffectDC():Set_CardPtr(0, parent)
end
end
end
end
</CONTINUOUS_ACTION>
<DURATION>
local target = EffectDC():Get_CardPtr(0)
if (target == nil) or (target:GetCardType():Test(CARD_TYPE_CREATURE) == false) or (LinkedDC():Get_Int(0) == 2) then
return true
end
</DURATION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
<TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
if (LinkedDC():Get_Int(0) ~= 2) then
LinkedDC():Set_Int(0,2)
end
</TRIGGER>
</TRIGGERED_ABILITY>
<STATIC_ABILITY active_zone="ZONE_ANYWHERE">
<CONTINUOUS_ACTION layer="6" filter_id="1">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_MUST_BLOCK, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="4">
local parent = EffectSource():GetParent()
if parent == nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
sub_type:ClearAllOfType( CARD_TYPE_ENCHANTMENT )
card_type:Clear()
card_type:Add( CARD_TYPE_CREATURE )
card_type:Add( CARD_TYPE_ENCHANTMENT )
sub_type:Add( CREATURE_TYPE_BEAST )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7C">
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 4 )
parent:GetCurrentCharacteristics():Toughness_Add( 1 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6" filter_id="1">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_MUST_BLOCK, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
Colossal Heroics
Consign to Dust
Harness by Force
Hour of Need
Launch the Fleet
Polymorphous Rush
Setessan Tactics
Twinflame
I have the art for all of the card below so if someone want to just provide the codes that'll be great.
Athreos, God of Passage
Battlefield Thaumaturge
Bloodcrazed Hoplite
Dakra Mystic
Daring Thief
Deicide (Can someone give me the code to make a card target a specific subtype? In this case a God. I want to make this one myself.)
Dictate of Karametra
Disciple of Deceit
Eidolon of Rhetoric
Godsend
Hydra Broodmaster
Flurry of Horns
Interpret the Signs
Keranos, God of Storms
King Macar, the Gold-Cursed
Kruphix, God of Horizons
Spite of Mogis
Stonewise Fortifier
Swarmborn Giant
Tormented Thoughts
Market Festival
Nessian Game Warden
Oppressive Rays - I really want this one
Pharika, God of Affliction
Quarry Colossus
Renowned Weaver
Riddle of Lightning
Rise of Eagles
Ritual of the Returned
Scourge of Fleets
Re: Journey Into Nyx DLC (54/165) (Updated 5-30-14)
by RiiakShiNal » 01 Jun 2014, 01:18
Should be OP_NOT instead of OP_IS for the CARD_TYPE_ENCHANTMENT. The way you currently have it, it will only destroy Enchantment Creatures.Tejahn wrote:Extinguish All Hope
- Code: Select all
<SPELL_ABILITY>
<SFX text="GLOBAL_BLACK_SUN_PLAY" />
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():Destroy()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
I don't know whose functions you are using there (as that is most definitely not a standard function), but Enchantment is a type not a sub-type.Tejahn wrote:Godhunter Octopus
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self" pre_trigger="1">
return CountcardSubtypeControlledBy(CARD_SUBTYPE_ENCHANTMENT, TriggerPlayer(), ZONE_BATTLEFIELD) == 0
</TRIGGER>
</TRIGGERED_ABILITY>
This card has 2 distinct abilities (you can't combine them) the first just chooses the colour (the TRIGGERED_ABILITY you currently have is close, but not quite right). The second ability will be a STATIC_ABILITY and will apply the +1/+1.Tejahn wrote:Hall of Triumph
- Code: Select all
<TRIGGERED_ABILITY replacement_query="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
</RESOLUTION_TIME_ACTION>
<FILTER>
local filter = ClearFilter()
filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
local filter = ClearFilter()
filter:Add( FE_COLOUR, OP_IS, GetChosenColour() )
FilteredCard():Power_Add( 1 )()
FilteredCard():Toughness_Add( 1 )()
end
</CONTINUOUS_ACTION>
</TRIGGERED_ABILITY>
- Code: Select all
<TRIGGERED_ABILITY replacement_query="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
LinkedDC():Int_Set( 0, GetChosenColour() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<FILTER id="0">
local oFilter = ClearFilter()
filter:Add( FE_COLOUR, OP_IS, LinkedDC():Int_Get( 0 ) )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():GetCurrentCharacteristics():Power_Add( 1 )
FilteredCard():GetCurrentCharacteristics():Toughness_Add( 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
With this one you are supposed to add counters equal to the power not simply add power/toughness.Tejahn wrote:Heroes' Bane
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 4 )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<SFX text="TARGET_GREEN_MAGIC_PLAY" />
<COST type="Mana" mana_cost="{2}{G}{G}" />
<RESOLUTION_TIME_ACTION>
local creature = EffectSource()
if creature ~= nil then
local power = creature:GetCurrentCharacteristics():Power_Get()
if power ~= nil then
EffectDC():Set_Int( 1, power )
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local total = EffectDC():Get_Int(1)
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add( total )
characteristics:Toughness_Add( total )
end
</CONTINUOUS_ACTION>
- Code: Select all
<RESOLUTION_TIME_ACTION>
local creature = EffectSource()
if creature ~= nil then
local power = creature:GetCurrentCharacteristics():Power_Get()
if (power > 0) then
creature:AddCounters( MTG():PlusOnePlusOneCounters(), power )
end
end
</RESOLUTION_TIME_ACTION>
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2188
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
Re: Journey Into Nyx DLC (54/165) (Updated 5-30-14)
by Tejahn » 01 Jun 2014, 07:27
Thanks RiiakShiNal. I'll be sure to rework those cards and test it all out later. But I have a quick question. I'm trying to code Deicide but I haven't been able to make the card target the God subtype. I'm using Feast of Blood from TFM mod as a reference. I think that card checks to see subtypes.
This is TFM code
This is TFM code
- Code: Select all
<SPELL_ABILITY>
<AVAILABILITY>
local filter = ClearFilter()
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_VAMPIRE)
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
return filter:CountStopAt(2) == 2
</AVAILABILITY>
</SPELL_ABILITY>
- Code: Select all
<SPELL_ABILITY>
<AVAILABILITY>
local filter = ClearFilter()
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_GOD)
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
return filter:CountStopAt(1) == 1
</AVAILABILITY>
</SPELL_ABILITY>
Re: Journey Into Nyx DLC (54/165) (Updated 5-30-14)
by RiiakShiNal » 01 Jun 2014, 13:55
Well, you have the right code to only be able to cast a spell if you have at least one of a certain subtype. If you want to be able to cast the spell only if you have exactly one of a subtype then you need to use filter:CountStopAt(2) == 1.Tejahn wrote:Thanks RiiakShiNal. I'll be sure to rework those cards and test it all out later. But I have a quick question. I'm trying to code Deicide but I haven't been able to make the card target the God subtype. I'm using Feast of Blood from TFM mod as a reference. I think that card checks to see subtypes.
This is TFM codeThis is the same code except I changed the word VAMPIRE to the GOD type. Also, I'm not sure about how to make this only count one god instead of two. I need this code to check for the god subtype once. Can you give me a code for a card that can only be played if you control one of a certain subtype?
- Code: Select all
<SPELL_ABILITY>
<AVAILABILITY>
local filter = ClearFilter()
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_VAMPIRE)
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
return filter:CountStopAt(2) == 2
</AVAILABILITY>
</SPELL_ABILITY>
- Code: Select all
<SPELL_ABILITY>
<AVAILABILITY>
local filter = ClearFilter()
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_GOD)
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
return filter:CountStopAt(1) == 1
</AVAILABILITY>
</SPELL_ABILITY>
However, you can't use that code for Deicide at all because that is not what Deicide does. Deicide allows you to exile any one target enchantment, then if the enchantment that you chose is of subtype God then you can search that player's graveyard, hand, and library for any number of other copies of that card, exile them and force that player to shuffle their library. So for the God check in Deicide you would do something like this:
- Code: Select all
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target:GetSubType():Test( CREATURE_TYPE_GOD )) then
-- Do something
end
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2188
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
Re: Journey Into Nyx DLC (54/165) (Updated 5-30-14)
by Xander9009 » 11 Jul 2014, 06:13
Hey Tejahn, I'm not sure if you would want this, but the Community Wad's art file has all of this art work already available. It's all listed as CW[MultiverseID]. You can either use that and make it a requirement, or you can copy it from the loose files directory (you can find the link in the links section).
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
-
Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
- Has thanked: 121 times
- Been thanked: 445 times
8 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 9 guests