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2014




Battle for Zendikar - Checklist (Done, included in the CW)
Moderator: CCGHQ Admins
65 posts
• Page 2 of 5 • 1, 2, 3, 4, 5
Re: Battle for Zendikar - Checklist
by Chakan » 26 Sep 2015, 16:31
Done. Thanks for your contribution.
Re: Battle for Zendikar - Checklist
by fallenangle » 27 Sep 2015, 14:30
I've also done Bane of Bala Ged and Sire of Stagnation, although I haven't tested them, yet.
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Re: Battle for Zendikar - Checklist
by fallenangle » 27 Sep 2015, 16:50
How are you handling Devoid? I can get Sire of Stagnation to show up in game, and he works as expected, but even when I give him colour value = C, he shows up as gold in-game!
Other than that, both the sire and Bane of Bala Ged are tested and working.
Other than that, both the sire and Bane of Bala Ged are tested and working.
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Re: Battle for Zendikar - Checklist
by Xander9009 » 27 Sep 2015, 17:01
I coded it in the generator plugin like this.fallenangle wrote:How are you handling Devoid? I can get Sire of Stagnation to show up in game, and he works as expected, but even when I give him colour value = C, he shows up as gold in-game!
Other than that, both the sire and Bane of Bala Ged are tested and working.
- Code: Select all
<STATIC_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Devoid]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Carence]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vacío.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fahl]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vacuità]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[欠色]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[결여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Лишение]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Desprovido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虚色]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虛色]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="5">
local Source = EffectSource()
if Source ~= nil then
Source:GetCurrentCharacteristics():Colour_Set(COLOUR_COLOURLESS)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
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Re: Battle for Zendikar - Checklist
by Chakan » 27 Sep 2015, 23:51
0Xander9009 wrote:I coded it in the generator plugin like this.fallenangle wrote:How are you handling Devoid? I can get Sire of Stagnation to show up in game, and he works as expected, but even when I give him colour value = C, he shows up as gold in-game!
Other than that, both the sire and Bane of Bala Ged are tested and working.It shows up as colored initially, but as soon as something changes zones (so, as soon as continuous actions are calculated) they all get set properly.
- Code: Select all
<STATIC_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Devoid]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Carence]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vacío.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fahl]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vacuità]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[欠色]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[결여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Лишение]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Desprovido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虚色]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虛色]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="5">
local Source = EffectSource()
if Source ~= nil then
Source:GetCurrentCharacteristics():Colour_Set(COLOUR_COLOURLESS)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
Yeah, that's what I've been doing for Devoid. A card is colored when your opening hand is shown, but after you take your hand it switches to colorless. I'm not sure if it's possible to have the card full art though. I haven't tried anything when it comes to that.
I probably won't be very active with converting cards for a couple of days. My girlfriend bought me an Xbox One the other day so I've been playing with that. I'll be working on some cards though when I pull myself away.
- Code: Select all
Angelic Captain
Brutal Expulsion
Call the Scions
Dran's Emissary
From Beyond
Greenwarden of Murasa
Grovetender Druids
Hedron Blade
Herald of Kozilek
Jaddi Offshoot
Natural Connection
Oran-Rief Invoker
Pilgrim's Eye
Played Crusher
Resolute Blademaster
Scythe Leopard
Swell of Growth
Sylvan Scrying
Tajuru Beastmaster
Undergrowth Champion
Re: Battle for Zendikar - Checklist
by Xander9009 » 28 Sep 2015, 02:07
The only way I can think of to make them full art is the same method Neo used to make the planeswalkers full art. He does something along the lines of making the miracle frame 100% transparent and making the planeswalkers use that frame. He then makes them use an image which contains various info about the card as part of the image, I believe. You'd have to check his files in his planeswalker release to see exactly how he managed it, though. I've never done much with it except to disable the functionality in the CW (because it needed fixed for the CW and I didn't have the time, so it was causing problems, but the method should be perfectly compatible if done for the CW).
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Re: Battle for Zendikar - Checklist
by Xander9009 » 28 Sep 2015, 14:23
Just for the record, I'm starting my coding today. I'm collecting the art for origins cards from Magic Duels at the moment, though and I have a question for anyone who's interested in opining. Currently, the way the art works is that each version of the art is always available, and linking to the art from a card involves using its MultiverseID combined with CW. However, I'm wondering if there might be a simpler method. One which would both reduce the art load and make it more obvious which art belongs to which card. My thought is to simply use the CARDNAME field. It's a standard thing that will never appear the same on two different cards except when they're simply different versions of the same base card. But we don't need two versions, anyway, except for manual mana vs auto tap mana, and those already use the same art.
It would mean all of the art except one copy (the newest, in almost all cases) would be removed, and thus the size of the art wads would be drastically reduced. To be fair, that reduction could happen without the need to change how they're named, but it would be a lot easier to do when they have the same name, rather than trying to determine if two given images are the same (which has to be done by getting the IDs for all versions of all cards and checking for those IDs). Best of all, updating to new images from new sets which will usually be better quality would only require dropping in the new image and wouldn't affect anything else such as the card itself, so fewer bugs (bugs related to wrong ArtIDs are rare, but they have cropped up).
EDIT: All of the origins art has been ported over, so the next time they repack, the art wads should have much better quality for most of those cards.
It would mean all of the art except one copy (the newest, in almost all cases) would be removed, and thus the size of the art wads would be drastically reduced. To be fair, that reduction could happen without the need to change how they're named, but it would be a lot easier to do when they have the same name, rather than trying to determine if two given images are the same (which has to be done by getting the IDs for all versions of all cards and checking for those IDs). Best of all, updating to new images from new sets which will usually be better quality would only require dropping in the new image and wouldn't affect anything else such as the card itself, so fewer bugs (bugs related to wrong ArtIDs are rare, but they have cropped up).
EDIT: All of the origins art has been ported over, so the next time they repack, the art wads should have much better quality for most of those cards.
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Re: Battle for Zendikar - Checklist
by Chakan » 28 Sep 2015, 23:26
Neo's Planeswalker mod is included with the Community WAD, right? I've tried using those cards before and they always appear scrunched in the art box, they don't expand in game. I imagine there's not much to look at there since it doesn't even work on my end.Xander9009 wrote:The only way I can think of to make them full art is the same method Neo used to make the planeswalkers full art. He does something along the lines of making the miracle frame 100% transparent and making the planeswalkers use that frame. He then makes them use an image which contains various info about the card as part of the image, I believe. You'd have to check his files in his planeswalker release to see exactly how he managed it, though. I've never done much with it except to disable the functionality in the CW (because it needed fixed for the CW and I didn't have the time, so it was causing problems, but the method should be perfectly compatible if done for the CW).
Re: Battle for Zendikar - Checklist
by Xander9009 » 29 Sep 2015, 03:29
If you mean you tried the ones that start with an _, then it definitely wouldn't work. They're supposed to be tokens of sorts that the main card calls upon. They've never worked in the CW. They'd have to be examined from Neo's original mod. However, having said that, I've never actually tested his original mod, so I can't so with certainty that it would have worked...Chakan wrote:Neo's Planeswalker mod is included with the Community WAD, right? I've tried using those cards before and they always appear scrunched in the art box, they don't expand in game. I imagine there's not much to look at there since it doesn't even work on my end.Xander9009 wrote:The only way I can think of to make them full art is the same method Neo used to make the planeswalkers full art. He does something along the lines of making the miracle frame 100% transparent and making the planeswalkers use that frame. He then makes them use an image which contains various info about the card as part of the image, I believe. You'd have to check his files in his planeswalker release to see exactly how he managed it, though. I've never done much with it except to disable the functionality in the CW (because it needed fixed for the CW and I didn't have the time, so it was causing problems, but the method should be perfectly compatible if done for the CW).
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Re: Battle for Zendikar - Checklist
by Xander9009 » 29 Sep 2015, 05:03
I didn't catch that last list, so I coded Angelic Captain. If you haven't already done it, you can skip that one.
All A's are done except maybe a few that the Generator failed to batch create.
In addition to those, Anticipate and Arid Mesa were already coded.
All A's are done except maybe a few that the Generator failed to batch create.
- Complete | Open
- Akoum Firebird
Akoum Hellkite
Akoum Stonewaker
Aligned Hedron Network
Ally Encampment
Altar's Reap
Angel of Renewal
Angelic Captain
In addition to those, Anticipate and Arid Mesa were already coded.
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Re: Battle for Zendikar - Checklist
by Xander9009 » 29 Sep 2015, 09:23
Alright, so I've gotten Blight Herder working. Here's the code. It will NOT work for anyone else unless they use the loose files version or until the core repacks. I have to make a change to the CW_TOKENS.LOL file because it was missing a constant declaration.
However, if you need to make other processors, here's the required code. Luckily, someone requested Pull from Eternity previously and I made the necessary functions for working with the exile zone (because exiled cards can't be directly filtered like other zones). Note that in order to change the number of cards being processed, you need to make a few changes.
ExileChest:Count() >= 2
return Index < 2
Both of those should match the number of cards being processed. One's at the beginning of the repeating RTA and the other is at the end of that same RTA.
Note that in the second RTA, each card must be simultaneously valid for anything to happen (I think this is how the rules work). Also note that the target chests start at 2 and increment from there. So for the two cards, they're 2 and 3. If there were 4, they would be 2, 3, 4, and 5.
All three token registrations for the created tokens are needed because the function will create a random token from the three available tokens. If you need to change it to make more or fewer tokens, just change the 3. It's only related to the number created, not the fact that there are 3 possible art variations it can choose from, that's just a coincidence.
Technically, it will not allow you to exile face-down cards, yet.
I've also completed Beastcaller Savant and Belligerent Whiptail.
EDIT: It's repacking now.
However, if you need to make other processors, here's the required code. Luckily, someone requested Pull from Eternity previously and I made the necessary functions for working with the exile zone (because exiled cards can't be directly filtered like other zones). Note that in order to change the number of cards being processed, you need to make a few changes.
ExileChest:Count() >= 2
return Index < 2
Both of those should match the number of cards being processed. One's at the beginning of the repeating RTA and the other is at the end of that same RTA.
Note that in the second RTA, each card must be simultaneously valid for anything to happen (I think this is how the rules work). Also note that the target chests start at 2 and increment from there. So for the two cards, they're 2 and 3. If there were 4, they would be 2, 3, 4, and 5.
All three token registrations for the created tokens are needed because the function will create a random token from the three available tokens. If you need to change it to make more or fewer tokens, just change the 3. It's only related to the number created, not the fact that there are 3 possible art variations it can choose from, that's just a coincidence.
- Blight Herder - Tested | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="BLIGHT_HERDER_CW_401819" />
<CARDNAME text="BLIGHT_HERDER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Blight Herder]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Berger du fléau]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pastor de parásitos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fäulnishirte]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mandriano della Sventura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[荒廃を招くもの]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[역병 목동]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пастух Чумы]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pastor da Desgraça]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[枯萎牧体]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[枯萎牧體]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="401819" />
<ARTID value="CW401819" />
<ARTIST name="Todd Lockwood" />
<CASTING_COST cost="{5}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Eldrazi" />
<SUB_TYPE metaname="Processor" />
<EXPANSION value="BFZ" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="5" />
<TRIGGERED_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When you cast Blight Herder, you may put two cards your opponents own from exile into their owners’ graveyards. If you do, put three 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have “Sacrifice this creature: Add {1} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand vous lancez le Berger du fléau, vous pouvez mettre deux cartes que vos adversaires possèdent dans les cimetières de leurs propriétaires depuis l’exil. Si vous faites ainsi, mettez sur le champ de bataille trois jetons de créature 1/1 incolore Eldrazi et Scion. Ils ont « Sacrifiez cette créature : Ajoutez {1} à votre réserve. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando lances el Pastor de parásitos, puedes poner en los cementerios de sus propietarios dos cartas del exilio de las que tus oponentes sean propietarios. Si lo haces, pon en el campo de batalla tres fichas de criatura Vástago Eldrazi incoloras 1/1. Tienen “Sacrificar esta criatura: Agrega {1} a tu reserva de maná”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn du den Fäulnishirten wirkst, kannst du zwei Karten, die deine Gegner besitzen, aus dem Exil auf die Friedhöfe ihrer Besitzer legen. Falls du dies tust, bringe drei 1/1 farblose Eldrazi-Brut-Kreaturenspielsteine ins Spiel. Sie haben „Opfere diese Kreatur: Erhöhe deinen Manavorrat um {1}.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando lanci il Mandriano della Sventura, puoi mettere due carte possedute dai tuoi avversari dall’esilio nei cimiteri dei rispettivi proprietari. Se lo fai, metti sul campo di battaglia tre pedine creatura Discendente Eldrazi 1/1 incolori. Hanno “Sacrifica questa creatura: Aggiungi {1} alla tua riserva di mana”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたが荒廃を招くものを唱えたとき、あなたは追放領域から対戦相手がオーナーであるカードを2枚を、それらのオーナーの墓地に置いてもよい。そうしたなら、無色の1/1のエルドラージ・末裔・クリーチャー・トークンを3体戦場に出す。それらは「このクリーチャーを生け贄に捧げる:あなたのマナ・プールに{1}を加える。」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[역병 목동을 발동할 때, 당신은 추방 영역에서 상대가 소유한 카드 두 장을 소유자의 무덤에 넣을 수 있다. 그렇게 한다면, 1/1 무색 엘드라지 자손 생물 토큰 세 개를 전장에 놓는다. 그 생물들은 ”이 생물을 희생한다: 당신의 마나풀에 {1}을 담는다.”를 가진다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда вы разыгрываете Пастуха Чумы, вы можете положить две принадлежащие вашим оппонентам карты из изгнания на кладбища их владельцев. Если вы это делаете, положите на поле битвы три фишки существа 1/1 бесцветный Эльдрази Отпрыск. Они имеют способность «Пожертвуйте это существо: добавьте {1} в ваше хранилище маны».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando você conjura Pastor da Desgraça, você pode colocar dois cards exilados de seus oponentes nos cemitérios de seus donos. Se fizer isso, coloque no campo de batalha três fichas de criatura incolores 1/1 do tipo Rebento Eldrazi. Elas têm “Sacrifique esta criatura: Adicione {1} à sua reserva de mana.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[当你施放枯萎牧体时,你可以将两张由对手拥有的牌从放逐区置入其拥有者的坟墓场。若你如此作,则将三个1/1无色奥札奇/孽裔衍生生物放进战场。它们具有「牺牲此生物:加{1}到你的法术力池中。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[當你施放枯萎牧體時,你可以將兩張由對手擁有的牌從放逐區置入其擁有者的墳墓場。若你如此作,則將三個1/1無色奧札奇/孽裔衍生生物放進戰場。它們具有「犧牲此生物:加{1}到你的魔法力池中。」]]></LOCALISED_TEXT>
<TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION repeating="1">
local ExileChest = CW_Exile_GetAllExileDCContents()
if ExileChest ~= nil and ExileChest:Count() >= 2 then
local Parity = MTG():GetActionRepCount() % 2
if Parity == 0 then
local filter = ClearFilter()
filter:SetFilterType(FILTER_TYPE_PLAYERS)
filter:Add(FE_TEAM, OP_NOT, EffectController():GetTeam())
filter:Add(FE_LUA_CONDITION, 1, EffectController(), EffectDC())
EffectController():ChooseItem("CARD_QUERY_CHOOSE_PLAYER", EffectDC():Make_Targets(0), QUERY_FLAG_MAY)
return true
else
local Player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
local Index = (MTG():GetActionRepCount()+1)/2
if Player ~= nil then
local ExileDC = CW_Exile_GetPlayerExileDC(Player)
local QueryDC = EffectDC():Make_Chest(1)
if QueryDC ~= nil then
for i=0,ExileDC:Count()-1 do
local Card = ExileDC:Get_CardPtr(i)
if Card ~= nil then
local Found = false
for j=2,Index do
local Card2 = EffectDC():Get_Targets(j) and EffectDC():Get_Targets(j):Get_CardPtr(0)
if Card2 ~= nil and Card2 == Card then
Found = true
end
end
if Found == false then
QueryDC:Set_CardPtr(QueryDC:Count(), Card)
end
end
end
if ExileDC ~= nil then
EffectController():ChooseItemFromDC("CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_OWNERS_GRAVEYARD", QueryDC, EffectDC():Make_Targets(Index+1), QUERY_FLAG_MAY)
end
end
return Index < 2
end
end
end
return false
</RESOLUTION_TIME_ACTION>
<FILTER_CONDITION id="1">
if FilteredPlayer() ~= nil then
local ExileDC = CW_Exile_GetPlayerExileDC(FilteredPlayer())
return ExileDC ~= nil and ExileDC:Count() > 0
end
return false
</FILTER_CONDITION>
<RESOLUTION_TIME_ACTION>
local Target1 = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_CardPtr(0)
local Target2 = EffectDC():Get_Targets(3) and EffectDC():Get_Targets(3):Get_CardPtr(0)
if Target1 ~= nil and Target2 ~= nil then
Target1:PutInGraveyard()
Target2:PutInGraveyard()
CW_Tokens("ELDRAZI_SCION_C_1_1_C_S_MM", 3)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_LIBRARY">
<TRIGGER value="BEGINNING_OF_STEP">
return ((MTG():GetStep() == STEP_UPKEEP) and (MTG():GetTurnNumber() == 0))
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Characteristics_CreateManagers("_MANAGER_EXILE")
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_HAND">
<TRIGGER value="BEGINNING_OF_STEP">
return ((MTG():GetStep() == STEP_UPKEEP) and (MTG():GetTurnNumber() == 0))
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Characteristics_CreateManagers("_MANAGER_EXILE")
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="_MANAGER_EXILE" />
<TOKEN_REGISTRATION reservation="1" type="_MANAGER_CHARACTERISTICS" />
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_SCION_C_1_1_C_S_MM_CW_1" />
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_SCION_C_1_1_C_S_MM_CW_2" />
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_SCION_C_1_1_C_S_MM_CW_3" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
<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" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[28-09-15]]></DATE>
</CARD_V2>
Technically, it will not allow you to exile face-down cards, yet.
I've also completed Beastcaller Savant and Belligerent Whiptail.
EDIT: It's repacking now.
Last edited by Xander9009 on 29 Sep 2015, 09:36, edited 1 time in total.
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Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
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Re: Battle for Zendikar - Checklist
by Xander9009 » 30 Sep 2015, 20:40
Already done:
Blood Crypt (MM and AT)
Bloodstained Mire
Bone Splinters
Breeding Pool (MM and AT)
I've completed the other B cards not reserved by others.
Also, a new function may be used to make the converge cards simpler. "CW_Mana_Converge()" will return the number of colors of mana spent to cast EffectSource(). (And, for the sake of flexibility, "CW_Mana_Converge(Card)" will return the number of colors of mana spent to cast "Card".)
EDIT: Boiling Earth was skipped for now. I intend to do all awaken cards at the same time.
Blood Crypt (MM and AT)
Bloodstained Mire
Bone Splinters
Breeding Pool (MM and AT)
I've completed the other B cards not reserved by others.
- Completed B cards | Open
- Blighted Cataract (Only MM)
Blighted Fen (Only MM)
Blighted Gorge (Only MM)
Blighted Steppe (Only MM)
Blighted Woodland (Only MM)
Bloodbond Vampire
Brilliant Spectrum
Bring to Light
Brood Monitor
Broodhunter Wurm
Also, a new function may be used to make the converge cards simpler. "CW_Mana_Converge()" will return the number of colors of mana spent to cast EffectSource(). (And, for the sake of flexibility, "CW_Mana_Converge(Card)" will return the number of colors of mana spent to cast "Card".)
EDIT: Boiling Earth was skipped for now. I intend to do all awaken cards at the same time.
Last edited by Xander9009 on 01 Oct 2015, 21:31, edited 1 time in total.
_______________________________
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
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Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
- Has thanked: 121 times
- Been thanked: 445 times
Re: Battle for Zendikar - Checklist
by Xander9009 » 30 Sep 2015, 21:33
I've completed the C cards.
EDIT: Uploaded the modified python plugin I've been using. It made a few of the blighted lands entirely on its own. It'll give you a base for awaken, but it's not fully working. It'll do devoid and ingest, though. It'll also try and do the ally abilities if they match the template used on Chasm Guide. It'll also try and handle making Eldrazi Scion tokens, including registering all three of the possible art variations, using the CW_Tokens() function which can choose a random art for each token created through the function. Note that if it makes a MM card, it will not properly mark the filename with _MM_. I just realized this and will fix it in the next updated.
Link
- Completed C Cards | Open
- Canopy Vista (normal and MM)
Catacomb Sifter
Cinder Glade (normal and MM)
Conduit of Ruin
Coralhelm Guide
Courier Griffin
Crumble to Dust
Culling Drone
- Awaken cards skipped | Open
- Clutch of Currents
Coastal Discovery
EDIT: Uploaded the modified python plugin I've been using. It made a few of the blighted lands entirely on its own. It'll give you a base for awaken, but it's not fully working. It'll do devoid and ingest, though. It'll also try and do the ally abilities if they match the template used on Chasm Guide. It'll also try and handle making Eldrazi Scion tokens, including registering all three of the possible art variations, using the CW_Tokens() function which can choose a random art for each token created through the function. Note that if it makes a MM card, it will not properly mark the filename with _MM_. I just realized this and will fix it in the next updated.
Link
_______________________________
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
Re: Battle for Zendikar - Checklist
by Chakan » 01 Oct 2015, 06:40
Alright, you guys are doing great. Crossing the completed cards off the list.
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