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Formal Request Thread

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Re: Formal Request Thread

Postby sumomole » 19 Sep 2013, 00:32

Well, I'm a noob, I need to retest all code. :oops:
Is there anybody want to code Phyrexian Dreadnought and Stifle, that's cool!
Frost Titan | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="24">
  <FILENAME text="FROST_TITAN_348466" />
  <CARDNAME text="FROST_TITAN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Frost Titan]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Titan de givre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Titán escarchado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Frost-Titan]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Titano del Gelo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[霜(しも)のタイタン]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[서리 거신]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Титан Инея]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Titã de Gelo]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="348466" />
  <ARTID value="129092" />
  <ARTIST name="Mike Bierek" />
  <CASTING_COST cost="{4}{U}{U}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Giant" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <POWER value="6" />
  <TOUGHNESS value="6" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Frost Titan becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays {2}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Titan de givre devient la cible d'un sort ou d'une capacité qu'un adversaire contrôle, contrecarrez ce sort ou cette capacité à moins que son contrôleur ne paie {2}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Titán escarchado sea objetivo de un hechizo o habilidad que controle un oponente, contrarresta ese hechizo o habilidad a menos que su controlador pague {2}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Frost-Titan das Ziel eines Zauberspruchs oder einer Fähigkeit wird, den bzw. die ein Gegner kontrolliert, neutralisiere diesen Zauberspruch bzw. diese Fähigkeit, falls sein bzw. ihr Beherrscher nicht {2} bezahlt.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Titano del Gelo diventa bersaglio di una magia o abilità controllata da un avversario, neutralizza quella magia o abilità a meno che il suo controllore non paghi {2}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[霜のタイタンが対戦相手1人がコントロールするいずれかの呪文や能力の対象になるたび、それのコントローラーが{2}を支払わないかぎり、その呪文や能力を打ち消す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[서리 거신이 상대가 조종하는 주문이나 능력의 목표가 될 때마다, 그 상대가 {2}를 지불하지 않는다면 그 주문이나 능력을 무효화한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Титан Инея становится целью заклинания или способности под контролем оппонента, отмените то заклинание или способность, если только контролирующий его (ее) игрок не заплатит {2}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Titã de Gelo se tornar alvo de uma mágica ou habilidade que um oponente controla, anule aquela mágica ou habilidade, a menos que seu controlador pague {2}.]]></LOCALISED_TEXT>
    <TRIGGER value="BECAME_TARGET_OF_SPELL" simple_qualifier="self">
    return SecondaryPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self">
    return SecondaryPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = SecondaryPlayer()
    if player ~= nil then
       if player:CanPayManaCost("{2}") then
          player:BeginNewMultipleChoice()   
          player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_2" )   
          player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_IS_COUNTERED" )   
          player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_FROST_TITAN" )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local player = SecondaryPlayer()
    local decision = player:GetMultipleChoiceResult()
    if player ~= nil and decision ~= nil then
       if player:CanPayManaCost("{2}") then
          if decision ~= 1 then
             player:PayManaCost("{2}")
          else
             MTG():CounterStackObject( TriggerStackObjectID() )
          end
       else
          MTG():CounterStackObject( TriggerStackObjectID() )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP always="1" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Frost Titan enters the battlefield or attacks, tap target permanent. It doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Titan de givre arrive sur le champ de bataille ou qu'il attaque, engagez le permanent ciblé. Il ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Titán escarchado entre al campo de batalla o ataque, gira el permanente objetivo. No se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Frost-Titan ins Spiel kommt oder angreift, tappe eine bleibende Karte deiner Wahl. Sie enttappt während des nächsten Enttappsegments ihres Beherrschers nicht.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Titano del Gelo entra nel campo di battaglia o attacca, TAPpa un permanente bersaglio. Quel permanente non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[霜のタイタンが戦場に出るか攻撃するたび、パーマネント1つを対象とし、それをタップする。それは、それのコントローラーの次のアンタップ・ステップにアンタップしない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[서리 거신이 전장에 들어오거나 공격할 때마다, 지속물 한 개를 목표로 정한다. 그 지속물은 탭되며 조종자의 다음 언탭단에 언탭되지 않는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Титан Инея выходит на поле битвы или атакует, поверните целевой перманент. Он не разворачивается во время следующего шага разворота контролирующего его игрока.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Titã de Gelo entrar no campo de batalha ou atacar, vire a permanente alvo. Ela não desvira durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
    <SFX text="TARGET_FROST_TITAN_PLAY" />
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <TRIGGER value="ATTACKING" simple_qualifier="self" />
    <TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_AND_HOLD" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_IS_PERMANENT, true )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    for i = 0,(1-1) do
       local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target_card ~= nil then
          target_card:TapAndHold()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_FROST_TITAN_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
  <AI_BASE_SCORE score="450" zone="ZONE_HAND" />
</CARD_V2>
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Re: Formal Request Thread

Postby ghosteiy » 19 Sep 2013, 03:05

Can someone code a trinket mage?
I found one but its ability does not work and it is a crucial part to my deck!!
Thanks!
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Re: Formal Request Thread

Postby jacque » 19 Sep 2013, 03:11

I dunno if this happened to you before, but I've coded 2 cards exactly the same way I've coded the other cards I've done so far (they work), but these two cards do not appear in the Deck Builder at all... Anyone has a clue to why? Or have experienced this as well? Shadowmage Infiltrator and Phyrexian Dreadnought...

ghosteiy wrote:Can someone code a trinket mage?
I found one but its ability does not work and it is a crucial part to my deck!!
Thanks!
I believe this will work... just tested it...
TRINKET MAGE'S TRIGGERED ABILITY | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Trinket Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Mage aux breloques arrive sur le champ de bataille, vous pouvez chercher dans votre bibliothèque une carte d’artefact avec un coût converti de mana inférieur ou égal à 1, révéler cette carte et la mettre dans votre main. Si vous faites ainsi, mélangez ensuite votre bibliothèque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Mago de baratijas entre al campo de batalla, puedes buscar en tu biblioteca una carta de artefacto con coste de maná convertido de 1 o menos, mostrarla y ponerla en tu mano. Si lo haces, baraja tu biblioteca.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Plundermagier ins Spiel kommt, kannst du deine Bibliothek nach einer Artefaktkarte mit umgewandelten Manakosten von 1 oder weniger durchsuchen, diese Karte offen vorzeigen und sie auf deine Hand nehmen. Falls du dies tust, mische danach deine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Mago dei Gingilli entra nel campo di battaglia, puoi passare in rassegna il tuo grimorio per una carta artefatto con costo di mana convertito pari o inferiore a 1, rivelarla e aggiungerla alla tua mano. Se lo fai, rimescola il tuo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[粗石の魔道士が戦場に出たとき、あなたは自分のライブラリーから点数で見たマナ・コストが1以下のアーティファクト・カードを1枚探し、公開してあなたの手札に加えてもよい。 そうした場合、あなたのライブラリーを切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Trinket Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Маг Безделушек выходит на поле битвы, вы можете поискать в вашей библиотеке карту артефакта с конвертированной мана-стоимостью 1 или меньше, показать ту карту и положить ее в вашу руку. Если вы это делаете, перетасуйте вашу библиотеку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Mago das Quinquilharias entra no campo de batalha, você pode procurar um card de artefato com custo de mana convertido menor ou igual a 1 em seu grimório, revelá-lo e colocá-lo na sua mão. Se fizer isso, embaralhe seu grimório.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:Add( FE_CMC, OP_LESS_THAN_OR_EQUAL_TO, 1 )
    filter:SetZone( ZONE_LIBRARY, effectController)
    effectController:SetItemCount( 1 )
    for i = 0, (1-1) do
      effectController:SetItemPrompt(i, "CARD_QUERY_TUTOR_ARTIFACT_CMC_1_OR_LESS" )
    end
    effectController:ChooseItems( EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if  target ~= nil then
       target:Reveal()
      end 
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if  target ~= nil then
       target:PutInHand()
      end 
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby thefiremind » 19 Sep 2013, 08:15

sumomole wrote:Well, I'm a noob, I need to retest all code. :oops:
Is there anybody want to code Phyrexian Dreadnought and Stifle, that's cool!
Who would have thought that some triggers carry a TriggerStackObjectID() information... =D>
Stifle would require to actually target the ability, that's another story. :lol: However, this opens the doors to Jetting Glasskite, Shimmering Glasskite and Kira, Great Glass-Spinner, which is quite awesome. :D
EDIT: Actually, the "glass creatures" aren't easy... we need to keep track of the permanents that became target of spells or abilities in a turn separately. Even with the first two creatures, there's a chance they lose all abilities earlier in the turn (I can't think of a card that makes a permanent lose all abilities for less than a whole turn, but let's be careful) and become targets during that time, this would count as first time anyway, and later when they get their abilities back they shouldn't trigger anymore.

jacque wrote:I dunno if this happened to you before, but I've coded 2 cards exactly the same way I've coded the other cards I've done so far (they work), but these two cards do not appear in the Deck Builder at all... Anyone has a clue to why? Or have experienced this as well? Shadowmage Infiltrator and Phyrexian Dreadnought...
Check those points. If they are all negative, then I don't know what to suggest.

jacque wrote:I believe this will work... just tested it...
Your Trinket Mage ability is just missing a <MAY />.

----------------------------------------

EDIT: I just coded one of my favorite cards, but I'm not sure if I'll use it in a deck (a Wizard deck would be nice but many good Wizards have morph... :(), so I decided to share it here. Behold the super-annoying Fatespinner! :D
There are 6 strings that need to be localised:
  • CARD_QUERY_FATESPINNER_DRAW_STEP
  • CARD_QUERY_FATESPINNER_MAIN_PHASE
  • CARD_QUERY_FATESPINNER_COMBAT_PHASE
  • PLAYER_MESSAGE_FATESPINNER_0
  • PLAYER_MESSAGE_FATESPINNER_1
  • PLAYER_MESSAGE_FATESPINNER_2
where the player messages let the other players know which step/phase has been chosen.
In my tests I saw the AI slowing down considerably during main phase 1 after choosing to skip the combat phase, I don't know why. Aside from this little annoyance, the card seems to work.
Attachments
FATESPINNER_45970.zip
Unprefixed, tested, illustration included
(108.44 KiB) Downloaded 324 times
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Re: Formal Request Thread

Postby jacque » 19 Sep 2013, 10:35

TFM!!! I found the reason why Shadowmage Infiltrator not appearing... the Rarity: S, changed it to R then the Deck Builder recognized it... Jor Kadeen was the Metalcraft block giving problem...

Thanks for pointing out the <MAY /> tag... updated KEV's Ranger as well... *copied the whole block blindly*

I do realize that there are some cards by some modders are not using the multiverseid found on gatherer... should I keep those cards? What u think TFM?
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Re: Formal Request Thread

Postby thefiremind » 19 Sep 2013, 11:08

jacque wrote:I do realize that there are some cards by some modders are not using the multiverseid found on gatherer... should I keep those cards? What u think TFM?
As long as the ID is unique, it doesn't matter if it's the real Multiverse ID or not. Using the real Multiverse ID (preferrably with a personal prefix) is just a way to use numbers that someone else (Wizards of the Coast :)) ensured to be unique.
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Re: Formal Request Thread

Postby kevlahnota » 19 Sep 2013, 12:52

The latest update (including the expansion) has some new cards. Anyway just want to share Jin-Gitaxias, Core Augur.

Jin-Gitaxias, Core Augur | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="JINGITAXIAS_CORE_AUGUR_214349" />
  <CARDNAME text="JINGITAXIAS_CORE_AUGUR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Jin-Gitaxias, Core Augur]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Jin-Gitaxias, augure du Noyau]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Jin-Gitaxias, presagio del núcleo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jin-Gitaxias, Kern-Augur]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Jin-Gitaxias, Augure del Nucleo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[核の占い師、ジン=ギタクシアス]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[대예언가 진-기탁시아스]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Джин-Джитаксиас, Гадатель Ядра]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[— Jin-Gitaxias, Áugure Principal]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="214349" />
  <ARTID value="A134204" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{8}{U}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“It is not a goal, but a process—the process of creating the perfect Phyrexia.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Ce n’est pas un but, mais un processus — le processus de création de la parfaite Phyrexia. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“No es un objetivo, sino un proceso; el proceso de crear una Pirexia perfecta.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Es ist kein Ziel, sondern ein Prozess: das Erzeugen eines perfekten Phyrexias.“]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Non è uno scopo, ma un procedimento... il procedimento di creare la perfetta Phyrexia.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「これは目的ではなく過程だ—完全なファイレクシアを創るための過程なのだ。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“목표가 아니라 과정이다. 완벽한 피렉시아를 창조하는 과정이란 말이다.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Это не цель, а процесс — процесс сотворения идеальной Фирексии».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Não é um objetivo, mas um processo — o processo de criação da Phyrexia perfeita.”]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Praetor" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <POWER value="5" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flash]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flash]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destello.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufblitzen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lampo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[瞬速]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[섬광]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миг]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lampejo]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLASH" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your end step, draw seven cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre étape de fin, piochez sept cartes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu paso final, roba siete cartas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ziehe zu Beginn deines Endsegments sieben Karten.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio della tua sottofase finale, pesca sette carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたの終了ステップの開始時に、カードを7枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신의 종료단 시작에, 카드 일곱 장을 뽑는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего заключительного шага возьмите семь карт.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início da sua etapa final, compre sete cards.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_END_OF_TURN
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    local number = 7
    effectController:DrawCards( number )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each opponent’s maximum hand size is reduced by seven.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La taille maximale de la main de chaque adversaire est réduite de sept.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El tamaño máximo de mano de cada oponente se reduce en siete.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die maximale Handkartenzahl aller Gegner ist um sieben reduziert.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il limite massimo di carte nella mano di ogni avversario è ridotto di sette.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[各対戦相手の手札の最大枚数は7減る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[각 상대의 최대 손 크기는 일곱 장만큼 줄어든다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Максимальный размер руки каждого оппонента снижается на семь.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Subtraia 7 cards do número máximo de cards na mão de cada oponente.]]></LOCALISED_TEXT>
    <FILTER>
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    </FILTER>
    <CONTINUOUS_ACTION layer="8" filter_id="0">
    if FilteredPlayer() ~= nil then
       local characteristics = FilteredPlayer():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Int_Decrease( PLAYER_INTCHARACTERISTIC_HAND_SIZE_MODIFIER, 7 )
       end
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
  <SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="750" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby MC Brodie » 19 Sep 2013, 13:22

This is reaching but would something like this work for a Stifle approximation? Have a triggered ability that saves a pointer to any active abilities on the stack to a data chest (like what was done for Gomazoa). This may have to be done with a manager token. When Stifle is cast use a multiple choice dialog to let you choose which ability you want to counter based on what's in the data chest. I guess you would have to use ObjectDC but it could work? Maybe?

@kev - I was very disappointed to see they included Rootbound Crag and Sunpetal Grove as essentially dead cards. They probably just used TFMs web generator and called it a day :). Also, will that version of platinum angel work if we remove the "cannot block" code?
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Re: Formal Request Thread

Postby thefiremind » 19 Sep 2013, 15:16

MC Brodie wrote:This is reaching but would something like this work for a Stifle approximation? Have a triggered ability that saves a pointer to any active abilities on the stack to a data chest (like what was done for Gomazoa). This may have to be done with a manager token. When Stifle is cast use a multiple choice dialog to let you choose which ability you want to counter based on what's in the data chest. I guess you would have to use ObjectDC but it could work? Maybe?
What would you write in the multiple choice dialog that allows the player to understand which ability you are talking about?
Besides that, being able to code Stifle might make other cards impossible to code properly: the assumption that we can't meddle with "invisible" abilities (Frost Titan only meddles with targetted abilities, which always require user's interaction, so it's OK) allows for some useful approximations. I can't think of one right now, but I'm sure there are.

MC Brodie wrote:I was very disappointed to see they included Rootbound Crag and Sunpetal Grove as essentially dead cards.
What?! I haven't put my hands on the expansion yet, but... what would they use them for? A challenge? Do they have the right frame at least? (I guess not.)
MC Brodie wrote:Also, will that version of platinum angel work if we remove the "cannot block" code?
Again, I can't see it, but Platinum Angel (together with the demon that does the opposite thing, can't remember the name) is easy to code, look at the list of the player characteristics and grant the appropriate ones to the appropriate players. That's all. :wink:
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Re: Formal Request Thread

Postby kevlahnota » 19 Sep 2013, 22:11

MC Brodie wrote:@kev - I was very disappointed to see they included Rootbound Crag and Sunpetal Grove as essentially dead cards. They probably just used TFMs web generator and called it a day :). Also, will that version of platinum angel work if we remove the "cannot block" code?
Hmmm, maybe the lands are for the next dlc update or they forgot to remove them(I hope they added the frame override and produce 2+ mana ). Also the PLATINUM_ANGEL_CH12.XML will work if you remove the "cannot block" code.
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Re: Formal Request Thread

Postby MC Brodie » 20 Sep 2013, 00:28

No the lands are in the first challenge for a Blood Moon target. They aren't functional at all. Just a <MANA_ABILITY> with localised text. I don't know about the frames.

I must have been confusing Platinum Angel with a different card that won't work in DotP. I'm not sure anymore.

And thefiremind, always down to rain on my parade, eh? :)
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Re: Formal Request Thread

Postby jacque » 20 Sep 2013, 03:35

Edit:
Something I've discovered while coding Oona, Queen of the Fae, please correct me if I'm wrong.
- Oona, a multi-colored creature... casting it with any combination of mana ( {U} and/or {B}) isn't a problem.
- The problem occurs when you try to use Oona's activated ability, coded as {g}, it will not recognize the mana you can produce even though you have more than enough.
- My conclusion, "dual mana cost" is only applicable to mana costs for spells, but not for activated/triggered abilities.

Update: I've got a working Oona... separated the activated ability accordingly ( {U} a block, {B} another block) instead of lumping it together as {g}.
Update: Surprisingly the B/G activation cost works on Deity of Scars... hmmm
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Re: Formal Request Thread

Postby thefiremind » 20 Sep 2013, 08:23

jacque wrote:Update: I've got a working Oona... separated the activated ability accordingly ( {U} a block, {B} another block) instead of lumping it together as {g}.
Update: Surprisingly the B/G activation cost works on Deity of Scars... hmmm
{g} must be used only inside the ability text, while costs need {U/B}. Look at this:
viewtopic.php?f=65&t=7362
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Re: Formal Request Thread

Postby jacque » 20 Sep 2013, 09:03

thefiremind wrote:{g} must be used only inside the ability text, while costs need {U/B}. Look at this:
viewtopic.php?f=65&t=7362
I used {g} at first, and I couldn't activate the ability on Oona. My guess is that it's paired with an "X"... "X" with normal mana symbols work fine... that's why I guess, the Deity of Scars I coded works, coz it doesn't have the "X" as part of its activation cost... So that's why I'm sticking to separate activation abilities for Oona. I'm not sure if you've encountered this before. *shrugs*
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Re: Formal Request Thread

Postby thefiremind » 20 Sep 2013, 11:01

jacque wrote:I used {g} at first, and I couldn't activate the ability on Oona.
I'm not sure if you understood what I meant...
Code: Select all
    <LOCALISED_TEXT LanguageCode="en-US"><![{X}{g}: ...
...
    <COST mana_cost="{X}{U/B}" type="Mana" />
This is correct. Any other placement of {g} instead of {U/B} or vice versa is wrong.
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