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Formal Request Thread

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Re: Formal Request Thread

Postby braquio » 19 Aug 2014, 22:49

Like sweetLU said u dont need create a Core WAD. If u have the .xml in the correct folder u have to view the card in Deck Editor, don't forget refresh the editor after copy .xml files to see changes, in Tools-> Reresh Data, or closing and come in again.
Folders are,
For Cards(.xml): ...\DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\CARDS
For images(.tdx): ...\DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\ART_ASSETS\ILLUSTRATIONS

And if u still having problems u can download my DLC, it include cards you want and much more:
http://www.slightlymagic.net/forum/viewtopic.php?f=109&t=15075
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Re: Formal Request Thread

Postby NeoAnderson » 20 Aug 2014, 03:15

fallenangle wrote:I've been trying to code a "player only" version of Launch the Fleet, but the XML Validator I use keeps saying there's an error in line 49. I can't seem to find where I've gone awry. Would anyone mind taking a look at my code and pointing out how I might fix it? Thanks in advance for all of your help.
Hi i just made an approximation for the card you tried to code :
Launch the Fleet | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LAUNCH_THE_FLEET_380449" />
  <CARDNAME text="LAUNCH_THE_FLEET" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Launch the Fleet]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Déployer la flotte]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Flota a la carga]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Flotte aussenden]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Arrembaggio della Flotta]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[船団の出航]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[함대 출진]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Спуск Флота]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lançar a Frota]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="380449" />
  <ARTID value="380449" />
  <ARTIST name="Karl Kopinski" />
  <CASTING_COST cost="{W}" />
  <TYPE metaname="Sorcery" />
  <EXPANSION value="JOU" />
  <RARITY metaname="R" />
<UTILITY_ABILITY qualifier="Additional" >
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Strive — Launch the Fleet costs {1} more to cast for each target beyond the first.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Obstination — Déployer la flotte coûte {1} de plus à lancer pour chaque cible après la première.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esfuerzo — Lanzar Flota a la carga cuesta {1} más por cada objetivo después del primero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Streben — Die Flotte aussenden kostet beim Wirken für jedes Ziel außer dem ersten {1} mehr.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sforzo — L’Arrembaggio della Flotta costa {1} in più per essere lanciato per ogni bersaglio oltre il primo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[奮励 ― 船団の出航を唱えるためのコストは、2つ目以降の対象1つにつき{1}多くなる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[분투 — 함대 출진은 한 개를 초과하는 목표의 수만큼 발동하는 데 {1}씩 비용이 더 든다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Стремление — За каждую цель после первой разыгрывание Спуска Флота стоит на {1} больше.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esforço — Lançar a Frota custa {1} a mais para ser conjurado para cada alvo além do primeiro.]]></LOCALISED_TEXT>
   <COST type="Generic">
    <PREREQUISITE>
    return true
    </PREREQUISITE>
   <RESOLUTION_TIME_ACTION>
       local j = EffectDC():Get_Targets(0):Count()
       j = j - 1
       local Paystring = "{"..j.."}"
       EffectController():PayManaCost(Paystring)
    </RESOLUTION_TIME_ACTION>
</COST>
</UTILITY_ABILITY>

  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Until end of turn, any number of target creatures each gain “Whenever this creature attacks, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking.”]]

></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Jusqu’à la fin du tour, n’importe quel nombre de créatures ciblées gagnent chacune « À chaque fois que cette créature attaque, mettez sur le champ de bataille, engagé et attaquant, un

jeton de créature 1/1 blanche Soldat. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hasta el final del turno, cualquier cantidad de criaturas objetivo ganan cada una “Siempre que esta criatura ataque, pon en el campo de batalla una ficha de criatura Soldado blanca 1/1

girada y atacando”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bis zum Ende des Zuges erhält eine beliebige Anzahl an Kreaturen deiner Wahl „Immer wenn diese Kreatur angreift, bringe einen 1/1 weißen Soldat-Kreaturenspielstein getappt und angreifend

ins Spiel.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli un qualsiasi numero di creature bersaglio. Ognuna di esse ha “Ogniqualvolta questa creatura attacca, metti sul campo di battaglia una pedina creatura Soldato 1/1 bianca TAPpata e

attaccante” fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[望む数のクリーチャーを対象とする。それらはそれぞれターン終了時まで「このクリーチャーが攻撃するたび、タップ状態で攻撃している白の1/1の兵士・クリーチャー・トークンを1体戦場に出す。」を得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물을 원하는 수만큼 목표로 정한다. 턴종료까지, 그 생물들은 각각 ‘이 생물이 공격할 때마다, 1/1 백색 병사 생물 토큰 한 개를 탭되어서 공격하고 있는 채로 전장에 놓는다’를 얻는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[До конца хода любое количество целевых существ получают способность «Каждый раз, когда это существо атакует, положите на поле битвы одну фишку существа 1/1 белый Солдат повернутой и

атакующей».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Até o final do turno, qualquer número de criaturas alvo ganha “Toda vez que esta criatura atacar, coloque no campo de batalha uma ficha de criatura 1/1 branca do tipo Soldado virada e

atacando.”]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE" definition="0" compartment="0" up_to="1">
       local i = 2
       local Paystring = "{"..i.."}"
       while EffectController():CanPayManaCost(Paystring) do
             i = i + 1
             Paystring = "{"..i.."}"
       end
       i = i-1
       EffectDC():Set_Int(101,i)
       MTG():SetTargetCount( EffectDC():Get_Int(101) )
 </TARGET>
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
          </TARGET_DEFINITION>

<CONTINUOUS_ACTION layer="6">
    local count = EffectDC():Get_Int(101)
    for i = 0, count-1 do
       local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target_card ~= nil then
          local characteristics = target_card:GetCurrentCharacteristics()
          characteristics:GrantAbility(1)
       end
    end
    </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </SPELL_ABILITY>

<TRIGGERED_ABILITY resource_id="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever this creature attacks, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[ chaque fois que cette créature attaque, mettez sur le champ de bataille, engagé et attaquant, un jeton de créature 1/1 blanche Soldat.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que esta criatura ataque, pon en el campo de batalla una ficha de criatura Soldado blanca 1/1 girada y atacando.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[mmer wenn diese Kreatur angreift, bringe einen 1/1 weißen Soldat-Kreaturenspielstein getappt und angreifend ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta questa creatura attacca, metti sul campo di battaglia una pedina creatura Soldato 1/1 bianca TAPpata e attaccante” fino alla fine del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever this creature attacks, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever this creature attacks, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда это существо атакует, положите на поле битвы одну фишку существа 1/1 белый Солдат повернутой и атакующей.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que esta criatura atacar, coloque no campo de batalha uma ficha de criatura 1/1 branca do tipo Soldado virada e atacando.]]></LOCALISED_TEXT>
   <TRIGGER value="ATTACKING" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
       local controller = EffectController()
       local filter = ClearFilter()
       filter:SetFilterType(FILTER_TYPE_PLAYERS)
       filter:Add( FE_TEAM, OP_NOT, controller:GetTeam() )
       controller:ChooseItem( "CARD_QUERY_CHOOSE_PLAYER_TO_SOLDIER", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
       MTG():PutTokensOntoBattlefieldTappedAndAttacking( "JOU_T01_NEO_TOKEN_SOLDIER_1_1_W_995380101", 1, EffectController(), target_player )
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="JOU_T01_NEO_TOKEN_SOLDIER_1_1_W_995380101" />
   <AI_BASE_SCORE score="750" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
You can download it from the "Strive topic"
http://www.slightlymagic.net/forum/viewtopic.php?f=63&t=15085&p=158509#p158509
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Re: Formal Request Thread

Postby GarrukSmith » 20 Aug 2014, 03:26

Hey guys,

So I re-tried it and it seemed to work perfectly. I must have been doing something wrong last night, but hey, it was late and I was tired....haha! Quick question, is there any benefit to exporting it to a WAD, or is that just so that you can share your list of cards with other people?

Thanks, again guys! I'm soooo looking forward to building my dream deck.
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Re: Formal Request Thread

Postby RiiakShiNal » 20 Aug 2014, 10:57

GarrukSmith wrote:Hey guys,

So I re-tried it and it seemed to work perfectly. I must have been doing something wrong last night, but hey, it was late and I was tired....haha! Quick question, is there any benefit to exporting it to a WAD, or is that just so that you can share your list of cards with other people?

Thanks, again guys! I'm soooo looking forward to building my dream deck.
Exporting to WAD is primarily for sharing decks though it does also compress the WAD so it takes up less space. If you are going to play online using mods with a friend then you will want to use WADs as directories can throw off the game when trying to play online.

If you are just keeping your decks locally and not playing online or you plan on modifying decks then exporting to Directory is usually the better choice as it allows for quick manual access to the files for minor adjustments.

Both methods of exporting work with the game, it's just how you work with the game as to which exporting method you will make more use of.
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Re: Formal Request Thread

Postby loookaz » 23 Aug 2014, 14:37

hi guys. Is there any mod in which you have Austere Command? i cannot find it and it would be great to have it in my lifegain deck.
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Re: Formal Request Thread

Postby braquio » 23 Aug 2014, 21:52

loookaz wrote:hi guys. Is there any mod in which you have Austere Command? i cannot find it and it would be great to have it in my lifegain deck.
Here:
viewtopic.php?f=109&t=11060&p=124599&hilit=BloodReyvyn+DLC#p124599
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Re: Formal Request Thread

Postby fallenangle » 24 Aug 2014, 17:30

I've been trying to code Apostle's Blessing, but I can't seem to get it to target anything properly. If anyone could take a look at my code and offer suggestions and corrections, I would be very grateful. Thanks in advance for all your help.

Apostle's Blessing:
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="APOSTLES_BLESSING_194208" />
   <CARDNAME text="APOSTLES_BLESSING" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Apostle's Blessing]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="194208" />
   <ARTID value="194208" />
   <ARTIST name="Brad Rigney" />
   <CASTING_COST cost="{1}{W/P}" />
<TYPE metaname="Instant" />
   <EXPANSION value="NPH" />
   <RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_ARTIFACT_TO_PROTECT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
 filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    </TARGET_DEFINITION>
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_APOSTLES_BLESSING_PROTECT_ARTIFACTS" index="1" />
         <MODE tag="CARD_QUERY_MODE_APOSTLES_BLESSING_PROTECT_COLOR" index="2" />
      </MODE_SELECT>
      <RESOLUTION_TIME_ACTION mode="1">
    <CONTINUOUS_ACTION layer="6">
       local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
       if target ~= nil then
          local filter = ClearFilter()
          filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
          target:Protection()
       end
    </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
</RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="2">
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_ARTIFACT_TO_PROTECT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="1">
    local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    local subFilter = filter:AddSubFilter_Or()
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
    </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="6">
    local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
    if target ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_COLOUR, OP_IS, GetChosenColour() )
       target:Protection()
    end
    </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED" />
</SPELL_ABILITY>
<SEALED_HEURISTICS is_combat_trick="1" />
   <SEALED_HEURISTICS score_modifier="-750" />
   <SEALED_SYNERGY_BONUS type="CREATURE" score_bonus="0" density_cap="0.5" />
   <AI_AVAILABILITY window_step="declare_attackers" window_turn="my_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_AVAILABILITY type="in_response" response_target="1" />
   <HELP title="MORE_INFO_TITLE_PROTECTION" body="MORE_INFO_BODY_PROTECTION" zone="ZONE_ANY" />
   <AI_BASE_SCORE score="600" zone="ZONE_HAND" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 24 Aug 2014, 20:04

Using modes is not correct because you should choose what kind of protection you want during resolution (when almost everything that is not choosing targets happens). I found this implementation made by kevlahnota:
kevlahnota's Apostle Blessing | Open
Code: Select all
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_CARD" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
      player:BeginNewMultipleChoice()
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PROTECTION_ARTIFACT" )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PROTECTION_COLOR" )
      player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_APOSTLE_BLESSING" )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectDC():Set_Int(1, EffectController():GetMultipleChoiceResult())
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectDC():Get_Int(1) == 1 then
       EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local filter = ClearFilter()
       if EffectDC():Get_Int(1) == 1 then
          filter:Add( FE_COLOUR, OP_IS, GetChosenColour() )
       else
          filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       end
       target:Protection()
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED" />
  </SPELL_ABILITY>
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Re: Formal Request Thread

Postby braquio » 25 Aug 2014, 17:55

thefiremind wrote:My "dream" was to just expand the card pool in DotP2014 as well (the sealed play pool, of course), but we all know what kinds of limitations it proved to have, so the idea had to be quickly thrown away. We'll see what happens.
I'm new here, so may be someone test it before, but card pool can be expanded if you modificate the D14_SEALED_POOL.XML, is in DATA_DECKS_D14.WAD
"\DATA_DECKS_D14\DATA_ALL_PLATFORMS\DECKS"
there is a list of 150 cards, and i try to include more cards and works well.
The problem is that opponent has always same decks, but could be changed too in the same directory are all the sealed decks.
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Re: Formal Request Thread

Postby thefiremind » 25 Aug 2014, 18:10

braquio wrote:i try to include more cards and works well.
Really? :shock: I can't remember if I ever tried to add cards, but I remember trying to change existing cards and there was a sort of check that allowed to change only rares with rares, commons with commons, and so on. And I'm pretty sure there must be a limit somewhere because the profile wouldn't handle arbitrarily large pool IDs.
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Re: Formal Request Thread

Postby fallenangle » 25 Aug 2014, 21:32

I've been trying to code Time Vault, and everything is working as I would hope except the activated ability to untap it. Can anyone show me what I would need to do to ensure that it can only be used when the artifact is tapped?

Here is the code I'm using, for reference:

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TIME_VAULT_383130" />
  <CARDNAME text="TIME_VAULT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Time Vault]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Time Vault]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="383130" />
  <ARTID value="383130" />
  <ARTIST name="Mark Tedin" />
  <CASTING_COST cost="{2}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="VMA" />
  <RARITY metaname="M" />
  <TRIGGERED_ABILITY replacement_effect="3" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Volta Temporale entra nel campo di battaglia TAPpata.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
  <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Volta Temporale non STAPpa durante il tuo STAP.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
    if EffectSource() ~= nil then
       EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_DOESNT_UNTAP, 1 )
    end
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se stai per iniziare il tuo turno mentre la Volta Temporale è TAPpata, invece puoi saltare quel turno. Se lo fai, STAPpa la Volta Temporale.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
      <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil and EffectSource():IsTapped() then
       EffectSource():Untap()
    end
</RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(1)
    MTG():CreateDelayedTrigger(1, delayDC)
    </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
   <TRIGGERED_ABILITY resource_id="1" replacement_effect="1" priority="20">
      <CLEANUP fire_once="1" />
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" pre_trigger="1">
    return MTG():GetPhase() == PHASE_BEGINNING
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    EffectDC():Set_Int( 0, MTG():GetTurnNumber() )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(2)
    MTG():CreateDelayedTrigger(2, delayDC)
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    MTG():SkipPhase()
    </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="8">
    EffectController():GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_NO_HAND_LIMIT, 1 )
    </CONTINUOUS_ACTION>
      <DURATION>
    return EffectController() == nil or MTG():GetTurnNumber() &gt; EffectDC():Get_Int(0)
    </DURATION>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY resource_id="2" replacement_effect="1" priority="20">
      <CLEANUP simple_cleanup="EndOfTurn" />
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
    MTG():SkipStep()
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY forced_skip="4">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Gioca un altro turno dopo questo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<RESOLUTION_TIME_ACTION>
    EffectController():GetTeam():TakeExtraTurn()
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
</CARD_V2>
Thanks in advance for all of your help and advice.
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Re: Formal Request Thread

Postby braquio » 25 Aug 2014, 22:48

thefiremind wrote:
braquio wrote:i try to include more cards and works well.
Really? :shock: I can't remember if I ever tried to add cards, but I remember trying to change existing cards and there was a sort of check that allowed to change only rares with rares, commons with commons, and so on. And I'm pretty sure there must be a limit somewhere because the profile wouldn't handle arbitrarily large pool IDs.
I didn't see any limitation, i tried changing all cards on Sealed Deck Pool, by all cards from Theros DLC(with 230 cards more or less) and works perfectly.
I'll go to edit sealed opponents decks with preconstructed decks from Theros to have a complete "Sealed Campaign from Theros" :D

P.D: Only one thing, i dont know why but my sealed decks are cleared each time i restart the game, this is normal?
EDIT: This fails happens me before i start changing the sealed pool.
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Re: Formal Request Thread

Postby thefiremind » 25 Aug 2014, 23:38

fallenangle wrote:I've been trying to code Time Vault, and everything is working as I would hope except the activated ability to untap it. Can anyone show me what I would need to do to ensure that it can only be used when the artifact is tapped?
The ability you are trying to code isn't activated, but triggered. Magic rules state that activated abilities are always in the form of "cost : effect", which is not the case here. The words "if" / "when" / "whenever" start a triggered ability, and you should check if the artifact is tapped inside the trigger condition. The problem is that I have never seen a triggered ability like "If you would begin your turn...", so I don't know for sure how to handle it. Even by making it a pre-trigger I'm afraid it would be too late for the delayed trigger to make you skip the whole turn.

braquio wrote:Only one thing, i dont know why but my sealed decks are cleared each time i restart the game, this is normal?
I think this was one of the bad consequences of editing the sealed pool.
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Re: Formal Request Thread

Postby sweetLu » 25 Aug 2014, 23:44

Edit -
Last edited by sweetLu on 26 Aug 2014, 02:54, edited 1 time in total.
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Re: Formal Request Thread

Postby fallenangle » 26 Aug 2014, 02:32

Thanks to both of you for your suggestions. I tried what SweetLu said and it automatically untapped the Time Vault and skipped my turn without asking me anything. Is there something missing in the query? If querying at the beginning of the turn doesn't work, could we try querying during the opponent's end step? What might that look like?

Edit: Tried this after some borrowings from Mana Vault, and it gave me the query prior to my untap phase, during my upkeep, and during my draw phase. It never untapped when I selected "Yes," however. Does anyone have any idea how I might fix it? Thanks in advance for all of your help and advice.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
    <CARD_V2 ExportVersion="1">
      <FILENAME text="TIME_VAULT_383130" />
      <CARDNAME text="TIME_VAULT" />
      <TITLE>
        <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Time Vault]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Time Vault]]></LOCALISED_TEXT>
      </TITLE>
      <MULTIVERSEID value="383130" />
      <ARTID value="383130" />
      <ARTIST name="Mark Tedin" />
      <CASTING_COST cost="{2}" />
      <TYPE metaname="Artifact" />
      <EXPANSION value="VMA" />
      <RARITY metaname="M" />
      <TRIGGERED_ABILITY replacement_effect="3" active_zone="ZONE_TRANSITION">
        <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Volta Temporale entra nel campo di battaglia TAPpata.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Time Vault enters the battlefield tapped.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
          <RESOLUTION_TIME_ACTION>
        if TriggerObject() ~= nil then
           TriggerObject():Tap()
        end
        </RESOLUTION_TIME_ACTION>
       </TRIGGERED_ABILITY>
      <STATIC_ABILITY>
        <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Volta Temporale non STAPpa durante il tuo STAP.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Time Vault doesn’t untap during your untap step.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="8">
        if EffectSource() ~= nil then
           EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_DOESNT_UNTAP, 1 )
        end
        </CONTINUOUS_ACTION>
       </STATIC_ABILITY>
      <TRIGGERED_ABILITY replacement_query="5">
        <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se stai per iniziare il tuo turno mentre la Volta Temporale è TAPpata, invece puoi saltare quel turno. Se lo fai, STAPpa la Volta Temporale.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.]]></LOCALISED_TEXT>
<INTERVENING_IF>
    return EffectSource() ~= nil and EffectSource():IsTapped()
    </INTERVENING_IF>   
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" pre_trigger="5">
    return MTG():GetPhase() == PHASE_BEGINNING and EffectSource():IsTapped()
    </TRIGGER>
   <MAY always_prompt="5" />
          <RESOLUTION_TIME_ACTION>
        if EffectSource() ~= nil and EffectSource():IsTapped() then
EffectController():BeginNewMultipleChoice()   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_YES" )   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_NO" )
       EffectController():AskMultipleChoiceQuestion( "CARD_QUERY_MC_UNTAP", EffectSource() )
    end
</RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil and EffectSource():IsTapped() then
local result = EffectController():GetMultipleChoiceResult()
       if result == 0 then
           EffectSource():Untap()
        end
    </RESOLUTION_TIME_ACTION>
<AUTO_SKIP>
    return EffectSource() == nil or EffectSource():IsTapped() == false
    </AUTO_SKIP>
        <RESOLUTION_TIME_ACTION>
        local delayDC = EffectDC():Make_Chest(1)
        MTG():CreateDelayedTrigger(1, delayDC)
        </RESOLUTION_TIME_ACTION>
       </TRIGGERED_ABILITY>
       <TRIGGERED_ABILITY resource_id="1" replacement_effect="1" priority="20">
          <CLEANUP fire_once="1" />
          <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" pre_trigger="1">
        return MTG():GetPhase() == PHASE_BEGINNING
        </TRIGGER>
          <RESOLUTION_TIME_ACTION>
        EffectDC():Set_Int( 0, MTG():GetTurnNumber() )
        </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION>
        local delayDC = EffectDC():Make_Chest(2)
        MTG():CreateDelayedTrigger(2, delayDC)
        </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION>
        MTG():SkipPhase()
        </RESOLUTION_TIME_ACTION>
          <CONTINUOUS_ACTION layer="8">
        EffectController():GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_NO_HAND_LIMIT, 1 )
        </CONTINUOUS_ACTION>
          <DURATION>
        return EffectController() == nil or MTG():GetTurnNumber() &gt; EffectDC():Get_Int(0)
        </DURATION>
       </TRIGGERED_ABILITY>
       <TRIGGERED_ABILITY resource_id="2" replacement_effect="1" priority="20">
          <CLEANUP simple_cleanup="EndOfTurn" />
          <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" pre_trigger="1" />
          <RESOLUTION_TIME_ACTION>
        MTG():SkipStep()
        </RESOLUTION_TIME_ACTION>
       </TRIGGERED_ABILITY>
      <ACTIVATED_ABILITY forced_skip="4">
        <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Gioca un altro turno dopo questo.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
        <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Take an extra turn after this one.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
        EffectController():GetTeam():TakeExtraTurn()
        </RESOLUTION_TIME_ACTION>
      </ACTIVATED_ABILITY>
    </CARD_V2>
Last edited by fallenangle on 26 Aug 2014, 03:22, edited 1 time in total.
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