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Formal Request Thread

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Re: Formal Request Thread

Postby MC Brodie » 25 Sep 2013, 02:03

jacque wrote:Btw, I know this sounds silly, and it should be a very easy card... I cannot figure out why my Tolarian Winds won't draw cards after it has discarded my hand? =(
I don't think DiscardHand() takes a parameter but if its working, its working. Also, it should just be:
Code: Select all
EffectController():DrawCards(total)
You don't need to do the "-1". This would only fix the issue if you cast it when you had only 1 other card in hand. Other than that I don't know.
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Re: Formal Request Thread

Postby jacque » 25 Sep 2013, 02:12

MC Brodie wrote:I don't think DiscardHand() takes a parameter but if its working, its working. Also, it should just be:
Code: Select all
EffectController():DrawCards(total)
You don't need to do the "-1". This would only fix the issue if you cast it when you had only 1 other card in hand. Other than that I don't know.
Owh yea totally forgot... after casting the Winds, only then the Hand_Count kicks in...lemme try... Thanks =)
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Re: Formal Request Thread

Postby MC Brodie » 25 Sep 2013, 02:19

drleg3nd wrote:see i dont even know what you mean by LinkedDC 8-[ i can put abilites together but i get in trouble when abilites doesn't match up word for word..hard to improvise if i dont know what to improvise with. Right now im just trying to learn on the fly without looking completely dense on this stuff :lol:
It's ok :). We all were new at once. For "exile target permanent" you can use the code from Brittle Effigy and tweak it to be target permanent instead of target creature.

Part of Brittle Effigy | Open
Code: Select all
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then   
       target:Exile() 
    end
    </RESOLUTION_TIME_ACTION>
Since you don't want target creature, replace this:
Code: Select all
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
with a different card that filters permanents (Avacyn, Angel of Hope turns up after searching abilities in the deck builder for "permanent"):
Code: Select all
 filter:Add( FE_IS_PERMANENT, true )
Now in your code replace everything from the <TARGET_DEFINITION> block to the </RESOLUTION_TIME_ACTION> block with this code and you should be good to go:
Part of Ashen Rider | Open
Code: Select all
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_IS_PERMANENT, 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>
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Re: Formal Request Thread

Postby jacque » 25 Sep 2013, 03:01

MC Brodie wrote:You don't need to do the "-1". This would only fix the issue if you cast it when you had only 1 other card in hand. Other than that I don't know.
Hmmm... still doesn't draw... it looks easy but... confusing >.<'''
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Re: Formal Request Thread

Postby gorem2k » 25 Sep 2013, 03:38

jacque wrote:
MC Brodie wrote:You don't need to do the "-1". This would only fix the issue if you cast it when you had only 1 other card in hand. Other than that I don't know.
Hmmm... still doesn't draw... it looks easy but... confusing >.<'''
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local total = EffectController():Hand_Count()
    EffectController():DiscardHand(l)
    EffectDC():Set_Int( 1, total )
    </RESOLUTION_TIME_ACTION>
I guess you have to Set_Int BEFORE discarding hand,

try this:
Code: Select all
    <RESOLUTION_TIME_ACTION>
    EffectDC():Set_Int( 1, EffectController():Hand_Count() )
    EffectController():DiscardHand()
    </RESOLUTION_TIME_ACTION>
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Re: Formal Request Thread

Postby jacque » 25 Sep 2013, 05:35

gorem2k wrote:I guess you have to Set_Int BEFORE discarding hand
Thanks gorem2k! It works like a charm now =) With that completes cards for Urza Saga... now to another expansion =)

EDIT: How would you go about with Defense Grid's TRIGGER? I've tried many combination only to come to one close that player's spells cost 3 more to play... >.<

EDIT: Is there a way to have a prompt for user input, for cards that "Name a card" like Cabal Therapy?
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Re: Formal Request Thread

Postby MC Brodie » 25 Sep 2013, 09:42

jacque wrote:Thanks gorem2k! It works like a charm now =) With that completes cards for Urza Saga... now to another expansion =)

EDIT: How would you go about with Defense Grid's TRIGGER? I've tried many combination only to come to one close that player's spells cost 3 more to play... >.<

EDIT: Is there a way to have a prompt for user input, for cards that "Name a card" like Cabal Therapy?
For Defense Grid try this:
| Open
Code: Select all
  <TRIGGERED_ABILITY replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each spell costs {3} more to cast except during its controller’s turn.]]></LOCALISED_TEXT>
   <TRIGGER value="CONSIDERED_FOR_CAST" pre_trigger="1">
    return TriggerPlayer():MyTurn() == false and TriggerObject():GetCardType():Test(CARD_TYPE_LAND) == false
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
      if TriggerObject() ~= nil then
         TriggerObject():IncreaseCost(3)
      end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
For "Name a card" stuff my only guess is check sumomole's mod. It looks like there is a version of Cabal Therapy in there already. It seems like "Name a card" would be very hard to do though.
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Re: Formal Request Thread

Postby Onewingedchickn » 26 Sep 2013, 18:27

MC Brodie wrote:
Onewingedchickn wrote:Can anyone do Knight Exemplar and Knight of Meadowgrain?
Knight of Medowgrain is easy. All you need is thefiremind's web generator found here.


Knight of Meadowgrain | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="KNIGHT_OF_MEADOWGRAIN_867243422" />
  <CARDNAME text="KNIGHT_OF_MEADOWGRAIN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Knight of Meadowgrain]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Chevalier d’Orgeprairie]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Caballero de Pradera Cultivada]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ritter aus Wiesenkorn]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cavaliera di Pratograno]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Knight of Meadowgrain]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Knight of Meadowgrain]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Knight of Meadowgrain]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Knight of Meadowgrain]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867243422" />
  <ARTID value="867243422" />
  <ARTIST name="Larry MacDougall" />
  <CASTING_COST cost="{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“By tradition, we don’t speak for two days after battle. If our deeds won’t speak for themselves, what else could be said?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« La tradition nous contraint à ne pas parler pendant deux jours après une bataille. Si nos actes ne parlent pas d’eux-mêmes, que nous reste-t-il à dire ? »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Por tradición, no hablamos por dos días después de la batalla. Si nuestros actos no hablan por nosotros, ¿qué más puede decirse?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Aus Tradition sprechen wir nach einer Schlacht zwei Tage lang nicht. Wenn unsere Taten nicht für uns sprechen, was könnte dann noch gesagt werden?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Per tradizione, dopo la battaglia non parliamo per due giorni. Se le nostre imprese non parlano da sole, che altro può essere detto?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“By tradition, we don’t speak for two days after battle. If our deeds won’t speak for themselves, what else could be said?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“By tradition, we don’t speak for two days after battle. If our deeds won’t speak for themselves, what else could be said?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“By tradition, we don’t speak for two days after battle. If our deeds won’t speak for themselves, what else could be said?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“By tradition, we don’t speak for two days after battle. If our deeds won’t speak for themselves, what else could be said?”]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Kithkin" />
  <SUB_TYPE metaname="Knight" />
  <EXPANSION value="DDG" />
  <RARITY metaname="U" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[First strike]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Initiative]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Daña primero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Erstschlag]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Attacco improvviso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[先制攻撃]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[선제공격]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Первый удар]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Iniciativa]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FIRST_STRIKE" />
  </STATIC_ABILITY>
  <STATIC_ABILITY commaspace="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lifelink]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lien de vie]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vínculo vital.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lebensverknüpfung]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Legame vitale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[絆魂]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생명연결]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Цепь жизни]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vínculo com a vida]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_LIFELINK" />
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY" />
  <HELP title="MORE_INFO_BADGE_TITLE_4" body="MORE_INFO_BADGE_BODY_4" 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" />
</CARD_V2>
Knight Exemplar | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="KNIGHT_EXEMPLAR_867243431" />
  <CARDNAME text="KNIGHT_EXEMPLAR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Knight Exemplar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Archétype de chevalier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Caballero ejemplar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vorbildlicher Ritter]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cavaliera Esemplare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Knight Exemplar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Knight Exemplar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Knight Exemplar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Knight Exemplar]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867243431" />
  <ARTID value="867243431" />
  <ARTIST name="Jason Chan" />
  <CASTING_COST cost="{1}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“If you think you are brave enough to walk the path of honor, follow me into the dragon’s den.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Si tu crois être suffisamment brave pour choisir la voie de l’honneur, suis-moi dans le repaire du dragon. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Si crees que eres suficientemente valiente como para caminar por el sendero del honor, sígueme a la guarida del dragón.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Falls du dich für tapfer genug hältst, den Pfad der Ehre zu beschreiten, folge mir in die Drachenhöhle.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Se pensi di essere abbastanza coraggioso da percorrere il sentiero dell’onore, seguimi nella tana del drago.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“If you think you are brave enough to walk the path of honor, follow me into the dragon’s den.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“If you think you are brave enough to walk the path of honor, follow me into the dragon’s den.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“If you think you are brave enough to walk the path of honor, follow me into the dragon’s den.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“If you think you are brave enough to walk the path of honor, follow me into the dragon’s den.”]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Knight" />
  <EXPANSION value="DDG" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[First strike]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Initiative]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Daña primero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Erstschlag]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Attacco improvviso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[先制攻撃]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[선제공격]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Первый удар]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Iniciativa]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FIRST_STRIKE" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Other Knight creatures you control get +1/+1 and have indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les autres créatures Chevalier que vous contrôlez gagnent +1/+1 et sont indestructibles.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las otras criaturas Caballero que controlas obtienen +1/+1 y son indestructibles.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Andere Ritter-Kreaturen, die du kontrollierst, erhalten +1/+1 und sind unzerstörbar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le altre creature Cavaliere che controlli prendono +1/+1 e hanno indistruttibile.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Other Knight creatures you control get +1/+1 and have indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Other Knight creatures you control get +1/+1 and have indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Other Knight creatures you control get +1/+1 and have indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Other Knight creatures you control get +1/+1 and have indestructible.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
      local filter = ClearFilter()
        filter:Add(FE_CARD_INSTANCE, OP_NOT, EffectSource() )
        filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_KNIGHT)
        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
         local characteristics = FilteredCard():GetCurrentCharacteristics()
         characteristics:Power_Add( 1 )
         characteristics:Toughness_Add( 1 )
      end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="6" filter_id="0">
      if FilteredCard() ~= nil then
         local characteristics = FilteredCard():GetCurrentCharacteristics()
         characteristics:Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" 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" />
</CARD_V2>
For some reason these cards make the game crash when I put them in a deck, but they show up in the deck builder.
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Re: Formal Request Thread

Postby thefiremind » 26 Sep 2013, 19:09

Onewingedchickn wrote:For some reason these cards make the game crash when I put them in a deck, but they show up in the deck builder.
I'm pretty sure this is the problem:
viewtopic.php?f=64&t=4557&p=116055#p116055
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Re: Formal Request Thread

Postby Onewingedchickn » 26 Sep 2013, 21:31

thefiremind wrote:
Onewingedchickn wrote:For some reason these cards make the game crash when I put them in a deck, but they show up in the deck builder.
I'm pretty sure this is the problem:
viewtopic.php?f=64&t=4557&p=116055#p116055
I changed the files and the problem persits.
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Re: Formal Request Thread

Postby MC Brodie » 27 Sep 2013, 05:10

Onewingedchickn wrote:
thefiremind wrote:
Onewingedchickn wrote:For some reason these cards make the game crash when I put them in a deck, but they show up in the deck builder.
I'm pretty sure this is the problem:
viewtopic.php?f=64&t=4557&p=116055#p116055
I changed the files and the problem persits.
I'm not sure. I had no problem with these cards. You can try this wad.
Attachments
DATA_DLC_TWO_KNIGHTS.rar
(233.26 KiB) Downloaded 305 times
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Re: Formal Request Thread

Postby Onewingedchickn » 27 Sep 2013, 06:33

That worked, not sure what I was doing wrong but thanks.
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Re: Formal Request Thread

Postby jacque » 27 Sep 2013, 15:40

Anyone has a working Auriok Steelshaper to share?
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Re: Formal Request Thread

Postby thefiremind » 27 Sep 2013, 15:57

jacque wrote:Anyone has a working Auriok Steelshaper to share?
I don't think so: we can't change costs of abilities in DotP.

Actually, if the ability is on the same card that changes its cost (like Nemesis of Mortals), the cost change could be approximated by granting one of many abilities with different costs. Doing the same for Auriok Steelshaper would be overly difficult (you would need a list of all existing equipments, each one with its equip cost, just for a start), and not worth the effort in my opinion: Puresteel Paladin is better and can be properly coded. :mrgreen:
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Re: Formal Request Thread

Postby jacque » 27 Sep 2013, 16:16

thefiremind wrote:I don't think so: we can't change costs of abilities in DotP.
I had that same feeling coming... no other cards reference were available showing that it's possible to play with activated costs... I have ur Puresteel Paladin (it has to be yours if I recalled correctly)... what got me interested in that card was the +1/+1 to Soldiers AND Knights... seems quite attractive to me... xD Owh well =( Thanks though TFM!!!
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