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Formal Request Thread

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Re: Formal Request Thread

Postby NeoAnderson » 26 Nov 2013, 22:59

NeoAnderson wrote:Firemind just a question i thought the same solution you posted but if he does this change, what happen if an effect counter the creature before the transition will be done? Should it trigger anyway??
If the spell gets countered it won't get to the transition to the battlefield.[/quote]

Thanks for the explaination.
If is not so much disturb, could you check the discussion i had with Riiak(page 115,116), about my Card "Spirit Control" i have stopped to implement it with DelayedDC because i am not so skilled and i don't want to bother Riiak anymore.
So i have a partial working version with DelayedDC but with some issues to resolve or i have to use my version that is not really nice coded but should work.

Would you show me your skills and let me know how to finalize it?
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Re: Formal Request Thread

Postby MC Brodie » 26 Nov 2013, 23:02

I don't dare comment on "name a card" cards since I've been proven wrong about them a few times before :). Sumo ported the DotP 2013 workaround to DotP 2014. I'd suggest you just use the Slaughter Games in sumo's mod :).
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Re: Formal Request Thread

Postby drleg3nd » 26 Nov 2013, 23:11

MC Brodie wrote:I don't dare comment on "name a card" cards since I've been proven wrong about them a few times before :). Sumo ported the DotP 2013 workaround to DotP 2014. I'd suggest you just use the Slaughter Games in sumo's mod :).
it's in there ? thought i looked there already lol..anyways thx for the tip
edit:ok i chked and i don't see it..is it in version 8.2 ?
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Re: Formal Request Thread

Postby wtb300 » 26 Nov 2013, 23:40

drleg3nd wrote:
MC Brodie wrote:I don't dare comment on "name a card" cards since I've been proven wrong about them a few times before :). Sumo ported the DotP 2013 workaround to DotP 2014. I'd suggest you just use the Slaughter Games in sumo's mod :).
it's in there ? thought i looked there already lol..anyways thx for the tip
edit:ok i chked and i don't see it..is it in version 8.2 ?
It's there, you may have to update to 8.2 but here's the code for it.

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SLAUGHTER_GAMES_628669" />
  <CARDNAME text="SLAUGHTER_GAMES" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Slaughter Games]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Jeux de massacre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Juegos de masacre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schlachtspielchen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gioco al Massacro]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[殺戮遊戯]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[도살자의 게임]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Кровавые Игры]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Jogos de Matança]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[屠杀游戏]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[屠殺遊戲]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="628669" />
  <ARTID value="628669" />
  <ARTIST name="Steve Prescott" />
  <CASTING_COST cost="{2}{B}{R}" />
  <TYPE metaname="Sorcery" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <STATIC_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Slaughter Games can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les Jeux de massacre ne peuvent pas être contrecarrés par des sorts ou des capacités.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Juegos de masacre no puede ser contrarrestado por hechizos o habilidades.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schlachtspielchen kann nicht von Zaubersprüchen oder Fähigkeiten neutralisiert werden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Gioco al Massacro non può essere neutralizzato da magie o abilità.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[殺戮遊戯は呪文や能力によって打ち消されない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[도살자의 게임은 주문이나 능력에 의해 무효화될 수 없다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Кровавые Игры не могут быть отменены заклинаниями или способностями.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Jogos de Matança não pode ser anulado por mágicas ou habilidades.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[屠杀游戏不能被咒语或异能反击。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[屠殺遊戲不能被咒語或異能反擊。]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="8">
    if EffectSource() ~= nil then
    local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Name a nonland card. Search target opponent’s graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nommez une carte non-terrain. Cherchez dans le cimetière, la main et la bibliothèque de l’adversaire ciblé n’importe quel nombre de cartes avec ce nom et exilez-les. Ce joueur mélange ensuite sa bibliothèque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nombra una carta que no sea tierra. Busca en el cementerio, mano y biblioteca del oponente objetivo cualquier cantidad de cartas con ese nombre y exílialas. Luego ese jugador baraja su biblioteca.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Benenne eine Karte, die kein Land ist. Durchsuche den Friedhof, die Hand und die Bibliothek eines Gegners deiner Wahl nach einer beliebigen Anzahl an Karten mit diesem Namen und schicke sie ins Exil. Dieser Spieler mischt dann seine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nomina una carta non terra. Passa in rassegna il cimitero, la mano e il grimorio di un avversario bersaglio per un qualsiasi numero di carte con quel nome ed esiliale. Poi quel giocatore rimescola il suo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[対戦相手1人を対象とし、土地でないカード名を1つ指定する。そのプレイヤーの墓地と手札とライブラリーから、その名前を持つカードを望む枚数探し、それらを追放する。その後、そのプレイヤーは自分のライブラリーを切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[상대 한 명을 목표로 정한다. 대지가 아닌 카드 한 장을 호명한다. 그 상대의 무덤, 손, 서고에서 그 이름의 카드를 원하는 만큼 찾아서 추방한다. 그러고 나서 그 플레이어는 자신의 서고를 섞는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Назовите карту, не являющуюся землей. Найдите на кладбище, в руке и в библиотеке целевого оппонента любое количество карт с тем именем и изгоните их. Затем тот игрок тасует свою библиотеку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Nomeie um card que não seja um terreno. Procure um número qualquer de cards com o mesmo nome daquele card no cemitério, na mão e no grimório do oponente alvo e exile-os. Depois, aquele jogador embaralha seu próprio grimório.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[说出一个非地牌的名称。从目标对手的坟墓场、手牌以及牌库中搜寻任意数量该名称的牌,并将它们放逐。然后该牌手将其牌库洗牌。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[說出一個非地牌的名稱。從目標對手的墳墓場、手牌以及牌庫中搜尋任意數量該名稱的牌,並將它們放逐。然後該玩家將其牌庫洗牌。]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_OPPONENT" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
       local filterDC = EffectDC():Make_Chest(5)
       local filter = ClearFilter()
      filter:SetZone( ZONE_ANYWHERE )
      filter:Add( FE_IS_TOKEN, false )
      filter:Add( FE_OWNER, OP_IS, target_player )
       filter:Add( FE_TYPE, OP_NOT, CARD_TYPE_LAND )
      filter:Add( FE_ZONE, OP_NOT, ZONE_BATTLEFIELD )
       S_FillAlphabeticChest( filterDC, filter )
       EffectController():ChooseItemFromDC( "CARD_QUERY_CHOOSE_NONLAND_CARD_TO_DISCARD", filterDC, EffectDC():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target ~= nil then
       local chosenCard = EffectDC():Get_Targets(1):Get_CardPtr(0)
      if chosenCard ~= nil then
         local effectController = EffectController()
         local filter = ClearFilter()
         filter:Add( FE_CARD_NAME, OP_IS, chosenCard )
         filter:SetZone( ZONE_HAND, target)
         local cardsInZone = filter:Count()
         effectController:SetItemCount( cardsInZone )
         for i = 0, (cardsInZone-1) do
            effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_EXILE" )
         end
         effectController:ChooseItems( EffectDC():Make_Targets(2), QUERY_FLAG_UP_TO )
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target ~= nil then
       local chosenCard = EffectDC():Get_Targets(1):Get_CardPtr(0)
      if chosenCard ~= nil then
         local effectController = EffectController()
         local filter = ClearFilter()
         filter:Add( FE_CARD_NAME, OP_IS, chosenCard )
         filter:SetZone( ZONE_GRAVEYARD, target)
         local cardsInZone = filter:Count()
         effectController:SetItemCount( cardsInZone )
         for i = 0, (cardsInZone-1) do
            effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_EXILE" )
         end
         effectController:ChooseItems( EffectDC():Make_Targets(3), QUERY_FLAG_UP_TO )
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target ~= nil then
       local chosenCard = EffectDC():Get_Targets(1):Get_CardPtr(0)
      if chosenCard ~= nil then
         local effectController = EffectController()
         local filter = ClearFilter()
         filter:Add( FE_CARD_NAME, OP_IS, chosenCard )
         filter:SetZone( ZONE_LIBRARY, target)
         local cardsInZone = filter:Count()
         effectController:SetItemCount( cardsInZone )
         for i = 0, (cardsInZone-1) do
            effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_EXILE" )
         end
        effectController:ChooseItems( EffectDC():Make_Targets(4), QUERY_FLAG_UP_TO )
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    for i = 2, 4 do
       local compartmentDC = EffectDC():Get_Targets(i)
       if compartmentDC ~= nil then
          local cardsInCompartment = compartmentDC:Count()
          if cardsInCompartment &gt; 0 then
             for j = 0, (cardsInCompartment-1) do
                local card = compartmentDC:Get_CardPtr(j)
                if card ~= nil then
                   card:Exile()
                end
             end
          end
       end
    end                
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target ~= nil then
       target:ShuffleLibrary()
    end
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <AI_BASE_SCORE score="1050" zone="ZONE_HAND" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 26 Nov 2013, 23:48

MC Brodie wrote:I was wondering if there were a list available so I would know what I had to choose from. They are pretty self-explanatory but I don't know what options I have :).
You could look at DATA_DECKS_D14\DATA_ALL_PLATFORMS\SPECIALFX\SPECIALFX, but there are 115 lists with lots of duplicates... searching for "SFX text" in the cards' XMLs (with a tool such as DepecheView) would be faster.

drleg3nd wrote:hey tfm, then i probably do have it but didnt update my portable hdd where i do all my coding.
It looks to me that having the mods updated is more important for you in the place where you update them less often, you should reconsider your priorities. :mrgreen:
Anyway, here you can find my "name a card" functions where one of the examples is Slaughter Games:
viewtopic.php?f=63&t=12149
You might want to choose sumomole's version if he made more cards with it, though.

NeoAnderson wrote:If is not so much disturb, could you check the discussion i had with Riiak(page 115,116), about my Card "Spirit Control" i have stopped to implement it with DelayedDC because i am not so skilled and i don't want to bother Riiak anymore.
So i have a partial working version with DelayedDC but with some issues to resolve or i have to use my version that is not really nice coded but should work.

Would you show me your skills and let me know how to finalize it?
That's a lot of posts and a lot of code to look at... I really don't have much time to invest for DotP (as you could probably guess by my less frequent posting here) so I can't promise that I'll look into it, but I'll try if I find some time for it.
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Re: Formal Request Thread

Postby NeoAnderson » 27 Nov 2013, 00:18

Thanks a lot Firemind, i perfectly understand.
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Re: Formal Request Thread

Postby drleg3nd » 27 Nov 2013, 00:59

so for clarification if anyone chked over my cards, Mindsparker and Tymaret,The Murder King is good to go ?
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Re: Formal Request Thread

Postby MC Brodie » 27 Nov 2013, 01:25

drleg3nd wrote:so for clarification if anyone chked over my cards, Mindsparker and Tymaret,The Murder King is good to go ?
I commented on Mindsparker here. I didn't bother looking at Tymaret since thefiremind already had it coded. Since it sounds like you don't have access to it right now, here is a copy of his version:

Tymaret, the Murder King | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TYMARET_THE_MURDER_KING_373665" />
   <CARDNAME text="TYMARET_THE_MURDER_KING" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tymaret, the Murder King]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tymaret, le Roi assassin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tymaret, el rey asesino]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tymaret, der mordende König]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tymaret, il Re dell’Omicidio]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[殺人王、ティマレット]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[살육의 왕 티마렛]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Тимарет, Король Убийств]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tymaret, Rei do Assassinato]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="373665" />
   <ARTID value="373665" />
   <ARTIST name="Volkan Baga" />
   <CASTING_COST cost="{B}{R}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[His memories remained in the Underworld, but his cruelty crossed the Rivers with him.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ses souvenirs sont restés dans le Monde souterrain, mais sa cruauté a traversé les Fleuves avec lui.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sus recuerdos se quedaron en el Inframundo, pero su crueldad cruzó los ríos con él.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Seine Erinnerungen blieben in der Unterwelt zurück, doch seine Grausamkeit überquerte die Fünf Flüsse mit ihm.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[I suoi ricordi sono rimasti nell’Ade, ma la sua crudeltà ha attraversato i Fiumi con lui.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼の記憶は死の国に留め置かれたが、彼の残忍性は本人と共に河を超えていった。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[그는 모든 기억을 잃었지만 잔인함은 잃지 않았다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Его воспоминания остались в Подземном Царстве, но жестокость его переправилась через Реки вместе с ним.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As memórias dele permaneceram no Submundo, mas sua crueldade cruzou os Rios com ele.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Zombie" />
   <SUB_TYPE metaname="Warrior" />
   <EXPANSION value="THS" />
   <RARITY metaname="R" />
   <POWER value="2" />
   <TOUGHNESS value="2" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{R}, Sacrifice another creature: Tymaret, the Murder King deals 2 damage to target player.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{R}, sacrifiez une autre créature : Tymaret, le Roi assassin inflige 2 blessures au joueur ciblé.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{R}, sacrificar otra criatura: Tymaret, el rey asesino hace 2 puntos de daño al jugador objetivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{R}, opfere eine andere Kreatur: Tymaret, der mordende König, fügt einem Spieler deiner Wahl 2 Schadenspunkte zu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{R}, Sacrifica un’altra creatura: Tymaret, il Re dell’Omicidio infligge 2 danni a un giocatore bersaglio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{R}, 他のクリーチャーを1体生け贄に捧げる:プレイヤー1人を対象とする。殺人王、ティマレットはそのプレイヤーに2点のダメージを与える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{R}, 다른 생물 한 개를 희생한다: 플레이어 한 명을 목표로 정한다. 살육의 왕 티마렛은 그 플레이어에게 피해 2점을 입힌다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{R}, пожертвуйте другое существо: Тимарет, Король Убийств наносит 2 повреждения целевому игроку.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{R}, Sacrifique outra criatura: Tymaret, Rei do Assassinato, causa 2 pontos de dano ao jogador alvo.]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{R}" type="Mana" />
      <COST type="Sacrifice" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="1" />
      <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    </COST_DEFINITION>
      <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_DEAL_2_DAMAGE" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType(FILTER_TYPE_PLAYERS)
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_creature ~= nil then
       EffectSourceLKI():DealDamageTo(2, target_creature)
    elseif target_player ~= nil then
       EffectSourceLKI():DealDamageTo(2, target_player)
    end
    </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
      <SFX text="TARGET_PESTS_PLAY" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
   <ACTIVATED_ABILITY active_zone="ZONE_GRAVEYARD">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{B}, Sacrifice a creature: Return Tymaret from your graveyard to your hand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{B}, sacrifiez une créature : Renvoyez Tyramet depuis votre cimetière dans votre main.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{B}, sacrificar una criatura: Regresa a Tymaret de tu cementerio a tu mano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{B}, opfere eine Kreatur: Bringe Tymaret aus deinem Friedhof auf deine Hand zurück.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{B}, Sacrifica una creatura: Riprendi in mano Tymaret dal tuo cimitero.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{B}, クリーチャーを1体生け贄に捧げる:あなたの墓地にある殺人王、ティマレットをあなたの手札に戻す。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{B}, 생물 한 개를 희생한다: 살육의 왕 티마렛을 당신의 무덤에서 당신의 손으로 되돌린다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{B}, пожертвуйте существо: верните Тимарета из вашего кладбища в вашу руку.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{B}, Sacrifique uma criatura: Devolva Tymaret de seu cemitério para sua mão.]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{B}" type="Mana" />
      <COST type="Sacrifice" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="1" />
      <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    </COST_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():PutInHand()
    end
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
   <SFX text="COMBAT_BLADE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLADE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
   <AI_BASE_SCORE score="150" zone="ZONE_GRAVEYARD" />
</CARD_V2>
Edit - What you had posted looked fine but Riiak had two comments on the cost portion which you did not include in the revised version. So what you have may work but we can't tell because don't know how you implemented it.
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Re: Formal Request Thread

Postby wtb300 » 28 Nov 2013, 01:59

Has anyone tried to make Simic Manipulator?
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Re: Formal Request Thread

Postby MC Brodie » 28 Nov 2013, 04:15

wtb300 wrote:Has anyone tried to make Simic Manipulator?
Here is a somewhat working version. I ran into problems when I added an AVAILABILITY tag to make the ability only available if there are +1/+1 counters on Simic Manipulator. From some limiting testing, this version works with the exception that it will let you activate the ability if Simic Manipulator has no counters and there is a 0 power creature on the battlefield. I probably over-complicated things but that's my take :).

Some notes, you'll need to define 4 localized texts. Also, I believe, but I'm not positive, that you cannot target a creature with a power lower than the number of counters you removed. Due to this, I used a "min/max hack" on the numerical choice question that asks you how many counters you wish to remove. This question actually asks "Would you like to remove any +1/+1 counters in addition to the number of counters equal to the target creature's power".

Edit - Fixed availability.

Simic Manipulator (Kinda Tested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SIMIC_MANIPULATOR_867366343" />
  <CARDNAME text="SIMIC_MANIPULATOR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Simic Manipulator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Manipulateur de Simic]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Manipulador simic]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Simic-Manipulator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manipolatore Simic]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[シミックの干渉者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[시믹 조작술사]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Манипулятор Симиков]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Manipulator Simic]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867366343" />
  <ARTID value="867366343" />
  <ARTIST name="Maciej Kuciara" />
  <CASTING_COST cost="{1}{U}{U}" /> --{1}{U}{U}
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Mutant" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="GTC" />
  <RARITY metaname="R" />
  <POWER value="0" />
  <TOUGHNESS value="1" />
  <TRIGGERED_ABILITY>
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Evolve |(Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)|]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Évolution |(À chaque fois qu’une créature arrive sur le champ de bataille sous votre contrôle, si sa force ou son endurance est supérieure à celle de cette créature, mettez un marqueur +1/+1 sur cette créature.)|]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Evolucionar. |(Siempre que una criatura entre al campo de batalla bajo tu control, si la fuerza o la resistencia de esa criatura es mayor que la de esta criatura, pon un contador +1/+1 sobre esta criatura.)|]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Weiterentwicklung |(Lege eine +1/+1-Marke auf diese Kreatur, immer wenn eine andere Kreatur unter deiner Kontrolle ins Spiel kommt, falls Stärke oder Widerstandskraft der anderen Kreatur höher ist.)|]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Evoluzione |(Ogniqualvolta una creatura entra nel campo di battaglia sotto il tuo controllo, se quella creatura ha forza o costituzione maggiore di questa creatura, metti un segnalino +1/+1 su questa creatura.)|]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[進化(クリーチャーが1体あなたのコントロール下で戦場に出るたび、そのクリーチャーのパワーかタフネスがこのクリーチャーよりも大きい場合、このクリーチャーの上に+1/+1カウンターを1個置く。)]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[진화 (당신이 조종하는 생물이 전장에 들어올 때마다, 그 생물의 공격력이 이 생물의 공격력보다 높거나 방어력이 이 생물의 방어력보다 높다면, 이 생물에 +1/+1 카운터 한 개를 올려놓는다.)]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эволюция |(Каждый раз, когда существо выходит на поле битвы под вашим контролем, если сила или выносливость того существа больше, чем у этого существа, положите один жетон +1/+1 на это существо.)|]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Evoluir |(Toda vez que uma criatura entrar no campo de batalha sob o seu controle, se ela tiver poder ou resistência maior que a desta criatura, coloque um marcador +1/+1 nesta criatura.)|]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD">
    return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE )
    </TRIGGER>
   <INTERVENING_IF>
    if EffectSource() ~= nil and TriggerObjectLKI() ~= nil then
      local characteristics_s = EffectSource():GetCurrentCharacteristics()
      local characteristics_t = TriggerObjectLKI():GetCurrentCharacteristics()
      if characteristics_t:Power_Get() &gt; characteristics_s:Power_Get() or characteristics_t:Toughness_Get() &gt; characteristics_s:Toughness_Get() then
         return true
      end
    end
    return false
    </INTERVENING_IF>
   <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
    end
    </RESOLUTION_TIME_ACTION>
   <AUTO_SKIP>
    if EffectSource() ~= nil and TriggerObjectLKI() ~= nil then
      local characteristics_s = EffectSource():GetCurrentCharacteristics()
      local characteristics_t = TriggerObjectLKI():GetCurrentCharacteristics()
      if characteristics_t:Power_Get() &gt; characteristics_s:Power_Get() or characteristics_t:Toughness_Get() &gt; characteristics_s:Toughness_Get() then
         return false
      end
    end
    return true
    </AUTO_SKIP>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, retirez un ou plusieurs marqueurs +1/+1 du Manipulateur de Simic : Acquérez le contrôle d’une créature ciblée ayant une force inférieure ou égale au nombre de marqueurs +1/+1 retirés de cette manière.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, remover uno o más contadores +1/+1 del Manipulador simic: Gana el control de la criatura objetivo con fuerza menor o igual al número de contadores +1/+1 removidos de esta manera.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, entferne eine oder mehrere +1/+1-Marken vom Simic-Manipulator: Übernimm die Kontrolle über eine Kreatur deiner Wahl, deren Stärke kleiner oder gleich der Anzahl der auf diese Weise entfernten +1/+1-Marken ist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Rimuovi uno o più segnalini +1/+1 dal Manipolatore Simic: Prendi il controllo di una creatura bersaglio con forza pari o inferiore al numero di segnalini +1/+1 rimossi in questo modo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, 시믹 조작술사가 가진 +1/+1 카운터 한 개 이상을 제거한다: 이런 식으로 제거한 +1/+1 카운터의 개수 이하만큼의 공격력을 가진 생물 한 개를 목표로 정한다. 그 생물의 조종권을 얻는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, удалите один или более жетонов +1/+1 с Манипулятора Симиков: получите контроль над целевым существом, сила которого меньше или равна количеству жетонов +1/+1, удаленных таким образом.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.]]></LOCALISED_TEXT>
   <AVAILABILITY>
   return Object():CountCounters( MTG():PlusOnePlusOneCounters() ) &gt; 0
   </AVAILABILITY>
   <COST type="TapSelf" />
   <COST type="generic">
   <PREREQUISITE>
    return true
    </PREREQUISITE>
   <RESOLUTION_TIME_ACTION>
    local max_amount = EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() )
   local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
   local characteristics = target:GetCurrentCharacteristics()
   local min_amount = characteristics:Power_Get()
   if min_amount == 0 then
      min_amount = 1
   end
   local new_max = max_amount - min_amount
   if new_max &gt; 0 then
      local controller = EffectController()
      controller:BeginNewNumericalChoice()
      controller:AddNumericalChoiceAnswer(new_max)
      controller:AskNumericalChoiceQuestion("SIMIC_MANIPULATOR_CARD_QUERY_CHOOSE_ADDITIONAL_COUNTERS")
    end
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local decision = EffectController():GetNumericalChoiceResult()
   local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
   local characteristics = target:GetCurrentCharacteristics()
   local min_amount = characteristics:Power_Get()
   if min_amount == 0 then
      min_amount = 1
   end
   local removed = min_amount + decision
    EffectDC():Set_Int(1, removed)
    EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), removed )
    </RESOLUTION_TIME_ACTION>
   </COST>
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_MIND_CONTROL" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
   local max_amount = EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() )
   local decision = EffectDC():Get_Int(1)
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
   if decision == 0 then
      filter:Add( FE_POWER, OP_LESS_THAN_OR_EQUAL_TO, max_amount )
   else
      filter:Add( FE_POWER, OP_LESS_THAN_OR_EQUAL_TO, decision )
   end
    </TARGET_DEFINITION>
   <CONTINUOUS_ACTION layer="2">
    local card = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if card ~= nil then
      local characteristics = card:GetCurrentCharacteristics()
      if characteristics:Power_Get() &lt;= EffectDC():Get_Int(1) then
         card:SetController( EffectController() )
      end
    end
    </CONTINUOUS_ACTION>
   <DURATION>
    return (EffectDC():Get_Targets(0):Get_CardPtr(0) == nil)
    </DURATION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
   <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY window_step="end_of_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_AVAILABILITY type="in_response" response_target="1" />
  </ACTIVATED_ABILITY>
  <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" />
  <!-- Need to define the localized text for the Evolve Title and Evolve Body.
      Though you could remove the Evolve HELP tag since it is already in the trigger ability localized text -->
  <HELP title="MORE_INFO_TITLE_EVOLVE" body="MORE_INFO_BODY_EVOLVE" zone="ZONE_ANY" />
<AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Last edited by MC Brodie on 28 Nov 2013, 15:45, edited 1 time in total.
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Song of the Day: 46 and 2 (cover)
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Re: Formal Request Thread

Postby spakattack » 28 Nov 2013, 04:31

I would greatly appreciate if someone could code Psionic Sliver. It's for a friend of mine.
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Re: Formal Request Thread

Postby MC Brodie » 28 Nov 2013, 04:44

spakattack wrote:I would greatly appreciate if someone could code Psionic Sliver. It's for a friend of mine.
Here ya go but I don't have time to test it.

Psionic Sliver (Not Tested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="PSIONIC_SLIVER_867113559" />
  <CARDNAME text="PSIONIC_SLIVER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Psionic Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Slivoïde psionique]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fragmentado psiónico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Psionischer Remasuri]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tramutante Psionico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[心霊スリヴァー]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Psionic Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Психическая Щепка]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fractius Psíquico]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867113559" />
  <ARTID value="867113559" />
  <ARTIST name="Wayne England" />
  <CASTING_COST cost="{4}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[They evolved the ability to concentrate their neural activity into a single pulse, causing a disruptive but usually suicidal blast of psionic energy.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L’évolution leur a donné la capacité de concentrer leur activité neurale en une pulsation, provoquant une explosion d’énergie psionique généralement suicidaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Evolucionaron la habilidad para concentrar su actividad neuronal en un único pulso, que causa una disruptiva ráfaga de energía psiónica que normalmente les resulta suicida.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sie entwickelten die Fähigkeit, ihre ganze neurale Energie in einen einzelnen Pulsschlag zu konzentrieren und damit einen zerstörerischen, aber meist auch selbstmörderischen Strahl psionischer Energie zu erzeugen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Svilupparono la capacità di concentrare la loro attività neurale in un’unica pulsazione, provocando un’esplosione di energia psionica distruttiva, ma insolitamente suicida.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[それは自身の神経作用を集中させてひとつの波動とする能力を進化で手に入れた。破壊的ではあるが、大抵は精神エネルギーにより自爆する羽目になる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[They evolved the ability to concentrate their neural activity into a single pulse, causing a disruptive but usually suicidal blast of psionic energy.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Они развили способность концентрировать свою нейроактивность в едином импульсе, вызывая разрушительный, но обычно самоубийственный выброс психической энергии.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Eles desenvolveram a habilidade de concentrar sua atividade neural em uma única pulsação, causando uma explosão destruidora, mas geralmente suicida de energia psíquica.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Sliver" />
  <EXPANSION value="TSP" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[All Sliver creatures have “{T}: This creature deals 2 damage to target creature or player and 3 damage to itself.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tous les slivoïdes ont « {T} : Cette créature inflige 2 blessures à une cible, créature ou joueur, et s’inflige 3 blessures. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Todos los Fragmentados tienen “{T}: Esta criatura hace 2 puntos de daño a la criatura o jugador objetivo y 3 puntos de daño a sí misma”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Alle Remasuris haben „{T}: Diese Kreatur fügt einer Kreatur oder einem Spieler deiner Wahl 2 Schadenspunkte und sich selbst 3 Schadenspunkte zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tutte le creature Tramutante hanno “{T}: Questa creatura infligge 2 danni a una creatura o a un giocatore bersaglio e 3 danni a sé stessa.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[すべてのスリヴァーは「{T}:クリーチャー1体かプレイヤー1人を対象とする。このクリーチャーはそれに2点のダメージを与え、自身に3点のダメージを与える。」の能力を持つ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[All Sliver creatures have “{T}: This creature deals 2 damage to target creature or player and 3 damage to itself.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Все Щепки обладают способностью “{T}: Это существо наносит 2 повреждения целевому существу или игроку и 3 повреждения себе.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Todos os Fractius têm “{T}: Esta criatura causa 2 pontos de dano à criatura alvo ou ao jogador alvo e 3 pontos de dano a ela mesma.”]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_SLIVER )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    </FILTER>
   <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY resource_id="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: This creature deals 2 damage to target creature or player and 3 damage to itself.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Cette créature inflige 2 blessures à une cible, créature ou joueur, et s’inflige 3 blessures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Esta criatura hace 2 puntos de daño a la criatura o jugador objetivo y 3 puntos de daño a sí misma.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Diese Kreatur fügt einer Kreatur oder einem Spieler deiner Wahl 2 Schadenspunkte und sich selbst 3 Schadenspunkte zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Questa creatura infligge 2 danni a una creatura o a un giocatore bersaglio e 3 danni a sé stessa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: This creature deals 2 damage to target creature or player and 3 damage to itself.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: This creature deals 2 damage to target creature or player and 3 damage to itself.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Это существо наносит 2 повреждения целевому существу или игроку и 3 повреждения себе.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Esta criatura causa 2 pontos de dano à criatura alvo ou ao jogador alvo e 3 pontos de dano a ela mesma.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
   <SFX text="TARGET_LIGHTNING_PLAY" />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
   <TARGET tag="CARD_QUERY_CHOOSE_DEAL_2_DAMAGE" definition="0" compartment="0" count="1" />
   <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if ( target_creature ~= nil ) then
       EffectSourceLKI():DealDamageTo( 2, target_creature )
    elseif ( target_player ~= nil ) then   
       EffectSourceLKI():DealDamageTo( 2, target_player )
    end
   EffectSourceLKI():DealDamageTo( 3, EffectSource() )
    </RESOLUTION_TIME_ACTION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY window_step="end_of_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
  </ACTIVATED_ABILITY>
  <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>
Edit - I've also corrected my code for Simic Manipulator. From what I can tell it is working as it should.
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Re: Formal Request Thread

Postby drleg3nd » 29 Nov 2013, 02:41

Hey can someone make plasm capture and prime speaker zegana thx
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Re: Formal Request Thread

Postby MC Brodie » 29 Nov 2013, 03:06

drleg3nd wrote:Hey can someone make plasm capture and prime speaker zegana thx
Here is Prime Speaker Zegana curtousy of thefiremind's DLC.

Prime Speaker Zegana | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="PRIME_SPEAKER_ZEGANA_366416" />
   <CARDNAME text="PRIME_SPEAKER_ZEGANA" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prime Speaker Zegana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Première oratrice Zegana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Portavoz principal Zegana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Oberste Sprecherin Zegana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Portavoce Zegana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[首席議長ゼガーナ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[최고 의장 제가나]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Главный Оратор Зегана]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Oradora Principal Zegana]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="366416" />
   <ARTID value="366416" />
   <ARTIST name="Willian Murai" />
   <CASTING_COST cost="{2}{G}{G}{U}{U}" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Merfolk" />
   <SUB_TYPE metaname="Wizard" />
   <EXPANSION value="GTC" />
   <RARITY metaname="M" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures you control.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Première oratrice Zegana arrive sur le champ de bataille avec, sur elle, X marqueurs +1/+1, X étant la force la plus élevée parmi les créatures que vous contrôlez.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Portavoz principal Zegana entra al campo de batalla con X contadores +1/+1 sobre ella, donde X es igual a la mayor fuerza entre las otras criaturas que controlas.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Oberste Sprecherin Zegana kommt mit X +1/+1-Marken ins Spiel, wobei X gleich der höchsten Stärke unter den anderen Kreaturen ist, die du kontrollierst.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Portavoce Zegana entra nel campo di battaglia con X segnalini +1/+1, dove X è la forza maggiore tra le altre creature che controlli.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[首席議長ゼガーナは、+1/+1カウンターがX個置かれた状態で戦場に出る。Xはあなたがコントロールする他のクリーチャーの中のパワーの最大値に等しい。首席議長ゼガーナが戦場に出たとき、これのパワーに等しい枚数のカードを引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[최고 의장 제가나는 +1/+1 카운터 X개를 가진 채로 전장에 들어온다. X는 당신이 조종하는 다른 생물 중 공격력이 가장 높은 생물의 공격력이다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Главный Оратор Зегана выходит на поле битвы с Х жетонами +1/+1 на ней, где Х — наибольшее значение силы среди других существ под вашим контролем.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Oradora Principal Zegana entra no campo de batalha com X marcadores +1/+1, sendo X o maior poder dentre as criaturas que você controla.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
      <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       local max_power = 0
       local filter = ClearFilter()
       filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
       filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
       local filter_count = filter:EvaluateObjects()
       if filter_count &gt; 0 then
          for i=0,filter_count-1 do
             local creature = filter:GetNthEvaluatedObject(i)
             if creature ~= nil then
                local power = creature:GetCurrentCharacteristics():Power_Get()
                if power &gt; max_power then
                   max_power = power
                end
             end
          end
       end
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), max_power )
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Première oratrice Zegana arrive sur le champ de bataille, piochez un nombre de cartes égal à sa force.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Portavoz principal Zegana entre al campo de batalla, roba una cantidad de cartas igual a su fuerza.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Oberste Sprecherin Zegana ins Spiel kommt, ziehe so viele Karten, wie ihre Stärke beträgt.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Portavoce Zegana entra nel campo di battaglia, pesca un numero di carte pari alla sua forza.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[최고 의장 제가나가 전장에 들어올 때, 제가나의 공격력만큼의 카드를 뽑는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Главный Оратор Зегана выходит на поле битвы, возьмите количество карт, равное ее силе.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Oradora Principal Zegana entrar no campo de batalha, compre uma quantidade de cards equivalente ao seu poder.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards( EffectSourceLKI():GetCurrentCharacteristics():Power_Get() )
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <SFX text="COMBAT_PLASMA_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_PLASMA_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AI_BASE_SCORE score="600" zone="ZONE_HAND" />
</CARD_V2>
Plasm Capture is interesting and I'll give it a shot the next time I have a chance.

On a different note, I was using this code for Simic Manipulator but it was giving me Script Errors:

Code: Select all
   <AVAILABILITY>
   return EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() ) &gt; 0
   </AVAILABILITY>
But when I switched from EffectSource() to Object() the card worked fine. Why won't EffectSource() work in this instance?
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Re: Formal Request Thread

Postby wtb300 » 29 Nov 2013, 04:07

Plasm Capture seems similar to Mana Drain from Sumos mod. Maybe a good place to start.
Also I would love a Guilty Conscience if anyone wants to take a crack at it.
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