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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by gorem2k » 22 Sep 2013, 05:15
you wrote:jacque wrote:I think this works as it should:
- Code: Select all
return filter:CountStopAt(0) == 0
you should write this instead:
- Code: Select all
return filter:CountStopAt(1) == 0
EDIT: nevermind, I just saw it was in INTERVENING_IF

EDIT2: wait.. no I think you have to set at least 1, otherwise the return is always true!
Re: Formal Request Thread
by jacque » 22 Sep 2013, 05:31
Yes u're correct... silly me >.<... Overlooked that, was testing a few cards at a go... =/ Thanks yea... =)gorem2k wrote:EDIT2: wait.. no I think you have to set at least 1, otherwise the return is always true!
EDIT:
I could use some help with Vorinclex, Voice of Hunger's second Triggered Ability... I've tried many things but my opponent's tapped lands still untaps during the next upkeep... =( And yes, I dunno what I'm doing here xD
- VORINCLEX, VOICE OF HUNGER 2ND TRIGGERED ABILITY | Open
- Code: Select all
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire engage un terrain pour du mana, ce terrain ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente gire una tierra para obtener maná, esa tierra no se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner ein Land für Mana tappt, enttappt dieses Land nicht während des nächsten Enttappsegments seines Beherrschers.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario TAPpa una terra per attingere mana, quella terra non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がマナを引き出す目的で土地を1つタップするたび、その土地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[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент поворачивает землю для получения маны, та земля не разворачивается во время следующего шага разворота контролирующего ее игрока.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente virar um terreno para gerar mana, aquele terreno não será desvirado durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
<CONTINUOUS_ACTION layer="8">
local hold = TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
if hold ~= nil then
hold:Hold()
end
</CONTINUOUS_ACTION>
</TRIGGERED_ABILITY>
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Re: Formal Request Thread
by gorem2k » 22 Sep 2013, 07:02
This will work. but it will hold tapped land, EVEN if it wasnt tapped for mana. I also added a replacement_effect to make it transparent. i don't think a response is likely to happen during this trigger. 'till someone finds a better solution.........jacque wrote:I could use some help with Vorinclex, Voice of Hunger's second Triggered Ability...
- code | Open
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire engage un terrain pour du mana, ce terrain ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente gire una tierra para obtener maná, esa tierra no se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner ein Land für Mana tappt, enttappt dieses Land nicht während des nächsten Enttappsegments seines Beherrschers.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario TAPpa una terra per attingere mana, quella terra non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がマナを引き出す目的で土地を1つタップするたび、その土地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[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент поворачивает землю для получения маны, та земля не разворачивается во время следующего шага разворота контролирующего ее игрока.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente virar um terreno para gerar mana, aquele terreno não será desvirado durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED" pre_trigger="1">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():Hold()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
Re: Formal Request Thread
by jacque » 22 Sep 2013, 07:59
Aaa... thanks gorem2k! I wonder though if we can use "Tap" effect on a tapped permanent... then we can have something like a hidden Frost Breath working when Vorinclex is triggered... hmmmgorem2k wrote:...
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Re: Formal Request Thread
by thefiremind » 22 Sep 2013, 08:34
I don't think you can code the first ability with just a FILTER block, unless I'm missing something. The only idea I have is to save all non-basic-land permanents in a chest (this will allow to use a different filter later), then iterate over the saved permanents filtering different permanents with same card name: if one is found, we mark the saved permanent for destruction (somehowgorem2k wrote:need some help with Eye of Singularity.


Good news is that the World supertype is perfectly supported by DotP without needing custom code (but you probably tested it already).
EDIT: Try this:
- Eye of Singularity abilities (untested) | Open
- Code: Select all
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can’t be regenerated.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
local permanents = {}
local filter = ClearFilter()
local subFilter = filter:AddSubFilter_Or()
subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER)
local filter_count = filter:EvaluateObjects()
for i=0,filter_count-1 do
permanents[i] = filter:GetNthEvaluatedObject(i)
end
for i=0,filter_count-1 do
local permanent = permanents[i]
filter:Clear()
filter:Add(FE_CARD_NAME, OP_IS, permanent)
filter:Add(FE_CARD_INSTANCE, OP_NOT, permanent)
if ( permanent:GetCardType():Test(CARD_TYPE_LAND) and permanent:GetSuperType():Test(SUPERTYPE_BASIC) ) or filter:CountStopAt(1) == 0 then
-- you are spared, lucky you! :D
permanents[i] = nil
end
end
for i=0,filter_count-1 do
if permanents[i] ~= nil then
permanents[i]:DestroyWithoutRegenerate()
end
end
</RESOLUTION_TIME_ACTION>
<SFX text="GLOBAL_JUDGEMENT_PLAY" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can’t be regenerated.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD">
local type = TriggerObject():GetCardType()
return type:IsPermanent() and not( type:Test(CARD_TYPE_LAND) and TriggerObject():GetSuperType():Test(SUPERTYPE_BASIC) )
</TRIGGER>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_NAME, OP_IS, TriggerObject() )
filter:Add( FE_CARD_INSTANCE, OP_NOT, TriggerObject() )
filter:Add(FE_IS_PERMANENT, true) -- we already checked TriggerObject for having a type, so it should be safe to use this now
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():DestroyWithoutRegenerate()
end
</RESOLUTION_TIME_ACTION>
<SFX text="GLOBAL_JUDGEMENT_PLAY" />
</TRIGGERED_ABILITY>
Why not using BECAME_TAPPED_FOR_MANA? You need RiiakShiNal's mana functions for the first ability anyway, and that ability is really sub-optimal if you don't use manual land tapping, so there shouldn't be problems.gorem2k wrote:This will work. but it will hold tapped land, EVEN if it wasnt tapped for mana.
Last edited by thefiremind on 22 Sep 2013, 09:26, edited 3 times in total.
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Re: Formal Request Thread
by jacque » 22 Sep 2013, 08:41
I am using the BECAME_TAPPED_FOR_MANA trigger... but... opponent's lands still untap during their untap phase... *dunno why*thefiremind wrote:Why not using BECAME_TAPPED_FOR_MANA? You need RiiakShiNal's mana functions for the first ability anyway, and that ability is really sub-optimal if you don't use manual land tapping, so there shouldn't be problems.
- Vorinclex, Voice of Hunger 2ND TRIGGER | Open
- Code: Select all
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire engage un terrain pour du mana, ce terrain ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente gire una tierra para obtener maná, esa tierra no se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner ein Land für Mana tappt, enttappt dieses Land nicht während des nächsten Enttappsegments seines Beherrschers.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario TAPpa una terra per attingere mana, quella terra non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がマナを引き出す目的で土地を1つタップするたび、その土地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[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент поворачивает землю для получения маны, та земля не разворачивается во время следующего шага разворота контролирующего ее игрока.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente virar um terreno para gerar mana, aquele terreno não será desvirado durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
<CONTINUOUS_ACTION layer="8">
local hold = TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
if hold ~= nil then
hold:Hold()
end
</CONTINUOUS_ACTION>
</TRIGGERED_ABILITY>
Learn making your own cards today!!!
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if a post/reply helped you.
I stitch old cards together to make new ones...
~ Jacque, the confused
Click on

I stitch old cards together to make new ones...
~ Jacque, the confused
Re: Formal Request Thread
by thefiremind » 22 Sep 2013, 08:45
Even if it's quite counter-intuitive, "Hold" is a one-shot action, so you should call it from a RESOLUTION_TIME_ACTION rather than a CONTINUOUS_ACTION (sorry if I haven't noticed it beforejacque wrote:I am using the BECAME_TAPPED_FOR_MANA trigger... but... opponent's lands still untap during their untap phase... *dunno why*

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Re: Formal Request Thread
by jacque » 22 Sep 2013, 09:01
Aaaa... lemme try =) Then I'll work on Xenagos =)thefiremind wrote:Even if it's quite counter-intuitive, "Hold" is a one-shot action, so you should call it from a RESOLUTION_TIME_ACTION rather than a CONTINUOUS_ACTION (sorry if I haven't noticed it before).
- LILIANA'S SPECTER TESTED | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="LILIANAS_SPECTER_271194" />
<CARDNAME text="LILIANAS_SPECTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Spectre de Liliana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Espectro de Liliana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lilianas Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spettro di Liliana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[リリアナの死霊]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="271194" />
<ARTID value="A271194" />
<ARTIST name="Vance Kovacs" />
<CASTING_COST cost="{1}{B}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Les meilleurs serviteurs connaissent mes désirs sans que j’ai un mot à dire. »
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Los mejores sicarios saben lo que necesito sin que tenga que decirlo.”
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Die besten Diener wissen, was ich brauche, ohne dass ich es sagen muss.”
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I servitori migliori sanno ciò di cui ho bisogno senza che io debba dire nulla.”
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「最高級の下僕は、私が何も言わなくても、何が必要かわかっているものさ。」
――リリアナ・ヴェス]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
—Liliana Vess]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
—Liliana Vess]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Specter" />
<EXPANSION value="PC2" />
<RARITY metaname="C" />
<POWER value="2" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Spectre de Liliana arrive sur le champ de bataille, chaque adversaire se défausse d’une carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Espectro de Liliana entre al campo de batalla, cada oponente descarta una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn Lilianas Specter ins Spiel kommt, wirft jeder Gegner eine Karte aus seiner Hand ab.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando lo Spettro di Liliana entra nel campo di battaglia, ogni avversario scarta una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[リリアナの死霊が戦場に出たとき、各対戦相手はカードを1枚捨てる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local numPlayers = MTG():GetNumberOfPlayers()
if n < numPlayers then
local player = MTG():GetNthPlayer(n)
local filter = ClearFilter()
filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
filter:SetZone( ZONE_HAND, player )
local numItemsToDiscard = filter:CountStopAt(1) --{{-- change this number for discarding more/less cards
if numItemsToDiscard > 0 then
player:SetItemCount(numItemsToDiscard)
for i=0,numItemsToDiscard-1 do
player:SetItemPrompt(i, "CARD_QUERY_CHOOSE_A_CARD_TO_DISCARD")
end
player:ChooseItems( EffectDC():Make_Targets(n+1) )
end
return true
else
for i=1,numPlayers do
local discardDC = EffectDC():Get_Targets(i)
if discardDC ~= nil then
local numDiscard = discardDC:Count()
for j=0,numDiscard-1 do
discardDC:Get_CardPtr(j):Discard()
end
end
end
end
return false
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread
by mr friendly guy » 22 Sep 2013, 09:17
Never mind about the Stillmoon Cavalier. I seem to have managed to get that one working even though I have like zero programming skills.mr friendly guy wrote:I am hoping for Stillmoon Cavalier, Pestilence for a plague based deck
and recreating Liliana's Specter for a card advantage deck.

thanks to Jacques for doing Pestilence though. Its going into my plague deck designed for multiplayer games.
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Re: Formal Request Thread
by BloodReyvyn » 22 Sep 2013, 09:25
Lich

Been away a long while, first day off in a while tomorrow and I am sleeping the hell in. Maybe I will finally get back to working on that mono-red artifact deck I was trying to build... finally.

Been away a long while, first day off in a while tomorrow and I am sleeping the hell in. Maybe I will finally get back to working on that mono-red artifact deck I was trying to build... finally.
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Re: Formal Request Thread
by jacque » 22 Sep 2013, 09:27
MFG: Your Liliana's Specter is just above...mr friendly guy wrote:Never mind about the Stillmoon Cavalier. I seem to have managed to get that one working even though I have like zero programming skills.
TFM: Still can't work... I'll put it aside for now... time for something... new

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Re: Formal Request Thread
by thefiremind » 22 Sep 2013, 09:31
For some reason I thought gorem2k already spotted the error inside the action, but he didn't. You were basically trying to hold "true" rather than the card.jacque wrote:TFM: Still can't work... I'll put it aside for now... time for something... new

- Code: Select all
<TRIGGER value="BECAME_TAPPED_FOR_MANA">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():Hold()
end
</RESOLUTION_TIME_ACTION>
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Re: Formal Request Thread
by drleg3nd » 22 Sep 2013, 13:26
is Nykthos, Shrine to Nyx possible to code ?
Re: Formal Request Thread
by jacque » 22 Sep 2013, 13:57
Yes it is... In fact I have Nykthos' ability now on Xenagos, the Reveler zzzdrleg3nd wrote:is Nykthos, Shrine to Nyx possible to code ?
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Re: Formal Request Thread
by drleg3nd » 22 Sep 2013, 14:24
awesome, do you have a link ?jacque wrote:Yes it is... In fact I have Nykthos' ability now on Xenagos, the Reveler zzzdrleg3nd wrote:is Nykthos, Shrine to Nyx possible to code ?
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