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Magic: The Gathering - Duels of the Planeswalkers
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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by Fero » 19 Jul 2013, 08:59
The Mutagenic Growth Works Fine.
The Inkmoth Nexus Works Fine.
But Groundswell do Nothing when I play the card.
Thx for the quick answer.
The Inkmoth Nexus Works Fine.
But Groundswell do Nothing when I play the card.
Thx for the quick answer.

Xander9009 wrote:These are also untested, let me know if they work or not.
- Fero
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Re: Formal Request Thread
by Fero » 19 Jul 2013, 09:14
I have a deck that I'd like to play so much. But I don't have some cards in the game. This deck I already have it in the 2013 version, and was so fun to play with.
Ornithopter (I have it.)
Memnite (I have it.)
Mox Opal (I have it.)
Contested War Zone
Shrine of Burning Rage
Signal Pest
Kuldotha Rebirth
Goblin Grenade
Goblin Bushwhacker
Goblin Guide
Artillerize
Incinerate
Lightning Bolt (I have it.)
Galvanic Blast (I have it.)
Brimstone Volley
Thanks for your help!!!
Ornithopter (I have it.)
Memnite (I have it.)
Mox Opal (I have it.)
Contested War Zone
Shrine of Burning Rage
Signal Pest
Kuldotha Rebirth
Goblin Grenade
Goblin Bushwhacker
Goblin Guide
Artillerize
Incinerate
Lightning Bolt (I have it.)
Galvanic Blast (I have it.)
Brimstone Volley
Thanks for your help!!!

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Re: Formal Request Thread
by thefiremind » 19 Jul 2013, 09:34
It doesn't work because it's using register #0 both for the targets and for the landfall flag. The fix is to change all the instances of EffectDC():Set_Int(0, ...) and EffectDC():Get_Int(0) with EffectDC():Set_Int(1, ...) and EffectDC():Get_Int(1) respectively.Fero wrote:But Groundswell do Nothing when I play the card.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
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Re: Formal Request Thread
by Master Necro » 19 Jul 2013, 09:45
I don't know myself, just played a bit with it and it doesn't decrease the power of enemy creatures.thefiremind wrote:I can't see anything wrong in your Haunter of Nightveil. You can try to remove the Toughness_Add since it's not needed and "-0" seems a bit weird, but I don't think it would change anything.Master Necro wrote:And can anyone take a look at this card, I simply don't know what is wrong with it but the ability doesn't work:
Really... I'm wondering what prevents you from copying and pasting my code without changing anything at all...Master Necro wrote:P.P.S. I must be cursed or something because Graft still doesn't work it still doesn't ask me to move the counter when another creature enters the battlefield.
The code now looks like this:

[/quote][/quote]

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Re: Formal Request Thread
by Xander9009 » 19 Jul 2013, 10:03
OH! Thank you. I've been struggling to get it working, but I didn't realize int's and targets would interfere with one another. It makes sense, but I'd never noticed it before. I'll update the code.thefiremind wrote:It doesn't work because it's using register #0 both for the targets and for the landfall flag. The fix is to change all the instances of EffectDC():Set_Int(0, ...) and EffectDC():Get_Int(0) with EffectDC():Set_Int(1, ...) and EffectDC():Get_Int(1) respectively.Fero wrote:But Groundswell do Nothing when I play the card.
This might not be the best place for it, but at least others who make cards will see it. You might already have your own version of something like this, but if not, then here you go. It's a godmode card. I decided to make it so I could use it while testing whether or not specific cards work. It's a free artifact with hexproof, flash, and a host of useful, free abilities. Those are:
- Add one mana of any color (including colorless) to your mana pool.
- Target creature gets counters (any kind) or takes 1 damage.
- Search your library or graveyard for a card and put that card into your hand.
- Put target permanent from your hand onto the battlefield (to skip casting effects) or cast a spell in your hand for free.
- Target player draws or discards a card or gains or loses 1 life or takes 1 damage.
- Target permanent is destroyed, exiled, tapped, untapped, or returned to its owner's hand.
- Target spell is countered or copied.
Also, you only need one in your deck for testing because at the beginning of each upkeep, if it's in your deck, it'll move to your hand (after mulligans of course), and it can be cast from the graveyard or exile zones. I haven't tested it extensively but I've been using it for awhile and it seems to work pretty reliably. The only problem I have is that the number of abilities is limited because the text becomes too small. Does anyone know how to make the text scroll? The only way I know (which I'll try if no one knows another way) is to have it grant itself the abilities. Granted abilities seem to scroll. Anyway, here's the current code.
- Favor of the Gods - Godmode card for testing purposes | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="FAVOR_OF_THE_GODS_9009000" />
<CARDNAME text="FAVOR_OF_THE_GODS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Favor of the Gods]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="9009000" />
<ARTID value="9009000" />
<ARTIST name="Matt Steward" />
<CASTING_COST cost="{0}" />
<TYPE metaname="Artifact" />
<EXPANSION value="DPI" />
<RARITY metaname="M" />
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:GrantAbility(7)
characteristics:GrantAbility(8)
characteristics:GrantAbility(9)
characteristics:GrantAbility(10)
characteristics:GrantAbility(11)
characteristics:GrantAbility(12)
characteristics:GrantAbility(13)
characteristics:GrantAbility(14)
characteristics:GrantAbility(15)
characteristics:GrantAbility(16)
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hexproof, Flash]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_HEXPROOF" />
<INTRINSIC characteristic="CHARACTERISTIC_FLASH" />
</STATIC_ABILITY>
<ACTIVATED_ABILITY forced_skip="1" resource_id="7">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
else
RSN_Produce( "{1}", 1 )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<STATIC_ABILITY resource_id="8">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}{1}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local nDefaultColour = COLOUR_GREEN
local oCard = EffectSource()
if (oCard ~= nil) then
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
(EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
local nColour = RSN_GetLastProducedColour()
if (nColour ~= COLOUR_COLOURLESS) then
oCharacteristics:GrantAbility( nColour )
else
oCharacteristics:GrantAbility( 6 )
end
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1" resource_id="9">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{W}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{B}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{R}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="6">
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY forced_skip="1" resource_id="10">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Add 5 mana of any color to your mana pool.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AddMultipleChoiceAnswer( "ALL" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult()
if (nColor == COLOUR_COLOURLESS ) then
RSN_Produce( "{1}", 5 )
elseif (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 5 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 5 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 5 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 5 )
elseif (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 5 )
else
RSN_Produce( "{W}{U}{B}{R}{G}", 1 )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
S_DisplayManaPool(EffectController())
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
<ACTIVATED_ABILITY resource_id="11" firebreathing="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Target creature gets counters or takes 1 damage.]]></LOCALISED_TEXT>
<SFX text="TARGET_FIREBALL_PLAY" />
<COST mana_cost="{0}" type="Mana" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_1_DAMAGE" index="1" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_1_1_COUNTER" index="2" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_1_0_COUNTER" index="3" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_0_1_COUNTER" index="4" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_MINUS_1_1_COUNTER" index="5" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_DEAL_1_DAMAGE" definition="0" compartment="0" mode="1" any_number_of="1" />
<TARGET_DEFINITION id="0" mode="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1">
local targetDC = EffectDC():Get_Targets(1)
if targetDC ~= nil then
local numTargets = targetDC:Count()
for i=0,(numTargets-1) do
local target_creature = targetDC:Get_CardPtr(i)
if target_creature ~= nil then
EffectSourceLKI():DealDamageTo( 1, target_creature)
end
end
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS1_PLUS1_COUNTER" definition="1" compartment="1" mode="2" any_number_of="1" />
<TARGET_DEFINITION id="1" mode="2">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="2">
local targetDC = EffectDC():Get_Targets(1)
if targetDC ~= nil then
local numTargets = targetDC:Count()
for i=0,(numTargets-1) do
local target_creature = targetDC:Get_CardPtr(i)
if target_creature ~= nil then
target_creature:AddCounters( MTG():PlusOnePlusOneCounters(), 1)
end
end
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS1_PLUS0_COUNTER" definition="2" compartment="2" mode="3" any_number_of="1" />
<TARGET_DEFINITION id="2" mode="3">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="3">
local targetDC = EffectDC():Get_Targets(2)
if targetDC ~= nil then
local numTargets = targetDC:Count()
for i=0,(numTargets-1) do
local target_creature = targetDC:Get_CardPtr(i)
if target_creature ~= nil then
target_creature:AddCounters( MTG():PlusOnePlusZeroCounters(), 1)
end
end
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS0_PLUS1_COUNTER" definition="3" compartment="3" mode="4" any_number_of="1" />
<TARGET_DEFINITION id="3" mode="4">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="4">
local targetDC = EffectDC():Get_Targets(3)
if targetDC ~= nil then
local numTargets = targetDC:Count()
for i=0,(numTargets-1) do
local target_creature = targetDC:Get_CardPtr(i)
if target_creature ~= nil then
target_creature:AddCounters( MTG():PlusZeroPlusOneCounters(), 1)
end
end
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_MINUS1_MINUS1_COUNTER" definition="4" compartment="4" mode="5" any_number_of="1" />
<TARGET_DEFINITION id="4" mode="5">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="5">
local targetDC = EffectDC():Get_Targets(4)
if targetDC ~= nil then
local numTargets = targetDC:Count()
for i=0,(numTargets-1) do
local target_creature = targetDC:Get_CardPtr(i)
if target_creature ~= nil then
target_creature:AddCounters( MTG():MinusOneMinusOneCounters(), 1)
end
end
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="12">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Search your library or graveyard zone for cards and put them into your hand or put all basic land cards from your library into your graveyard.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_LIBRARY" index="1" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_GRAVEYARD" index="2" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_LANDS" index="3" />
</MODE_SELECT>
<RESOLUTION_TIME_ACTION mode="1">
local filter = ClearFilter()
local controller = EffectController()
filter:SetZone(ZONE_LIBRARY, controller)
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_YOUR_HAND")
end
controller:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_YOUR_HAND", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="1">
local targetDC = EffectDC():Get_Targets(0)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:PutInHand()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
local filter = ClearFilter()
local controller = EffectController()
filter:SetZone(ZONE_GRAVEYARD, controller)
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_YOUR_HAND")
end
controller:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_YOUR_HAND", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
local targetDC = EffectDC():Get_Targets(1)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:PutInHand()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
filter:SetZone(ZONE_LIBRARY, EffectController())
</FILTER>
<RESOLUTION_TIME_ACTION mode="3" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():PutInGraveyard()
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="13">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Put target permanent from your hand onto the battlefield or cast a spell in your hand for free.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_PLAY_PERMANENT" index="1" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_CAST_SPELL" index="2" />
</MODE_SELECT>
<PLAY_TIME_ACTION mode="1">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
filter:SetZone( ZONE_HAND, EffectController() )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_PUT_ONTO_BATTLEFIELD")
end
controller:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_PUT_ONTO_BATTLEFIELD", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="1">
local targetDC = EffectDC():Get_Targets(0)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:PutOntoBattlefield( EffectController() )
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<PLAY_TIME_ACTION mode="2">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
filter:SetZone( ZONE_HAND, EffectController() )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_PUT_ONTO_BATTLEFIELD")
end
controller:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_PUT_ONTO_BATTLEFIELD", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
local targetDC = EffectDC():Get_Targets(1)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
EffectController():CastSpellForFree( card )
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="14" firebreathing="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Target player draws or discards a card or gains or loses 1 life or takes 1 damage.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_DRAW" index="1" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_DISCARD" index="2" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_GAIN_LIFE" index="3" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_LOSE_LIFE" index="4" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_1_DAMAGE" index="5" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_DRAW_CARD" definition="0" compartment="0" mode="1" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1">
local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target ~= nil then
target:DrawCards( 1 )
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_DISCARD_1" definition="1" compartment="1" mode="2" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<PLAY_TIME_ACTION mode="2">
local filter = ClearFilter()
local target = EffectDC():Get_Targets(1): Get_PlayerPtr(0)
if target ~= nil then
filter:SetZone( ZONE_HAND, target)
target:SetItemCount( 1 )
for i = 0,(1-1) do
target:SetItemPrompt (i, "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
end
target:ChooseItems( EffectDC():Make_Targets(2) )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
local player = EffectDC():Get_Targets(1):Get_PlayerPtr(0)
if player ~= nil then
for i = 0,(1-1) do
local target_card = EffectDC():Get_Targets(2):Get_CardPtr(i)
if target_card ~= nil then
target_card:Discard()
end
end
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_GAIN_1" definition="3" compartment="3" mode="3" count="1" />
<TARGET_DEFINITION id="3">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="3">
local target = EffectDC():Get_Targets(3):Get_PlayerPtr(0)
if target ~= nil then
target:GainLife(1)
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_LOSE_1" definition="4" compartment="4" mode="4" count="1" />
<TARGET_DEFINITION id="4">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="4">
local target = EffectDC():Get_Targets(4):Get_PlayerPtr(0)
if target ~= nil then
target:LoseLife(1)
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_LOSE_1" definition="5" compartment="5" mode="5" count="1" />
<TARGET_DEFINITION id="5">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="5">
local target = EffectDC():Get_Targets(5):Get_PlayerPtr(0)
if target ~= nil then
EffectSourceLKI():DealDamageTo( 1, target )
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="15">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Target permanent is destroyed, exiled, tapped, untapped, or returned to its owner's hand.]]></LOCALISED_TEXT>
<SFX text="TARGET_BLADE_PLAY" />
<COST mana_cost="{0}" type="Mana" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_DESTROY" index="1" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_EXILE" index="2" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_TAP" index="3" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_UNTAP" index="4" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_BOUNCE" index="5" />
</MODE_SELECT>
<PLAY_TIME_ACTION mode="1">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_DESTROY")
end
controller:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_DESTROY", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="1">
local targetDC = EffectDC():Get_Targets(0)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:Destroy()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<PLAY_TIME_ACTION mode="2">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_EXILE")
end
controller:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_EXILE", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
local targetDC = EffectDC():Get_Targets(1)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:Exile()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<PLAY_TIME_ACTION mode="3">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_TAP")
end
controller:ChooseItems( EffectDC():Make_Targets(2), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_TAP", EffectDC():Make_Targets(2), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="3">
local targetDC = EffectDC():Get_Targets(2)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:Tap()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<PLAY_TIME_ACTION mode="4">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_TAP")
end
controller:ChooseItems( EffectDC():Make_Targets(3), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_TAP", EffectDC():Make_Targets(3), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="4">
local targetDC = EffectDC():Get_Targets(3)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:Untap()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
<PLAY_TIME_ACTION mode="5">
local filter = ClearFilter()
local controller = EffectController()
filter:Add( FE_IS_PERMANENT, true )
local count = filter:Count()
if count > 0 then
controller:SetItemCount(count)
for i=0,count-1 do
controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_TAP")
end
controller:ChooseItems( EffectDC():Make_Targets(4), QUERY_FLAG_UP_TO )
else
-- Let the player see that there's nothing left to choose
controller:ChooseItem( "CARD_QUERY_CHOOSE_PERMANENT_TO_TAP", EffectDC():Make_Targets(4), QUERY_FLAG_MAY )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="5">
local targetDC = EffectDC():Get_Targets(4)
if targetDC ~= nil then
local amount = 0
local count = targetDC:Count()
if count > 0 then
for i=0,count-1 do
local card = targetDC:Get_CardPtr(i)
if card ~= nil then
card:PutInHand()
amount = amount + 1
end
end
end
EffectDC():Set_Int(1, amount)
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="16" firebreathing="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{0}: Counter or copy target spell or permanent.]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_COUNTER" index="1" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_COPY_SPELL" index="2" />
<MODE tag="CARD_QUERY_MODE_FAVOR_GODS_COPY_PERMANENT" index="3" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COUNTER" definition="0" compartment="0" mode="1" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_STACK )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1" >
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:CounterSpell()
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COPY" definition="1" compartment="1" mode="2" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:SetZone( ZONE_STACK )
local subfilter = filter:AddSubFilter_Or()
subfilter:Add (FE_TYPE, OP_IS, CARD_TYPE_INSTANT)
subfilter:Add (FE_TYPE, OP_IS, CARD_TYPE_SORCERY)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="2">
local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
local effectController = EffectController()
if target ~= nil then
local copy = effectController:CopySpell( target )
effectController:ChooseNewTargets( copy )
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COPY" definition="2" compartment="2" mode="3" count="1" />
<TARGET_DEFINITION id="3">
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="3">
local target = EffectDC():Get_Targets(2):Get_CardPtr(0)
local effectController = EffectController()
if target ~= nil then
MTG():PutTokenCopiesOntoBattlefield( target, 1, EffectController() )
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_LIBRARY">
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():PutInHand()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<UTILITY_ABILITY qualifier="Normal_Cast" active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may cast Favor of the Gods from your graveyard.]]></LOCALISED_TEXT>
</UTILITY_ABILITY>
<UTILITY_ABILITY qualifier="Normal_Cast" active_zone="ZONE_EXILE">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may cast Favor of the Gods from exile.]]></LOCALISED_TEXT>
</UTILITY_ABILITY>
</CARD_V2>
EDIT: I've updated this again so it now works for multiple choices at a time for most things, and it also has the ability to move all basic lands from your deck to your graveyard. This is strictly so they're separated and easier to look through (since it can target any card in your deck). Note that while the drawing works fine with firebreathing="1", discarding does not. Sorry, but they'll only discard one card. But at least now you can deal more than one damage at a time and draw many cards. Plus you can search your deck for any cards you need all at once. I'm thinking of expanding this to manipulate your opponents cards as well, but that will have to happen some other time. Final note, the mana ability to give you five mana now has an ALL option. This will give you 5 mana, one of each color. It will not give you 5 mana of each color. I might change this and put the one of each color (5 total) in the 1 mana option.
Last edited by Xander9009 on 19 Mar 2014, 17:18, edited 3 times in total.
_______________________________
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by Master Necro » 19 Jul 2013, 11:14
Quick Question, how would I code:
"each creature deals 1 damage to its controller"?
"each creature deals 1 damage to its controller"?
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Master Necro - Posts: 259
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Re: Formal Request Thread
by Aiodren » 19 Jul 2013, 11:42
I'd like to request a port of the customized Aether Vial that firemind did for gorem2k. The one that asks you how many counters you want on it, when it enters the battlefield.
Re: Formal Request Thread
by thefiremind » 19 Jul 2013, 11:46
Well that's easy: we need a filter for "each creature", Coat of Arms is OK for that:Master Necro wrote:Quick Question, how would I code:
"each creature deals 1 damage to its controller"?
- Code: Select all
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</FILTER>
- Code: Select all
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():DealDamageTo( 1, FilteredCard():GetController() )
end
</RESOLUTION_TIME_ACTION>


< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
- Posts: 3515
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Re: Formal Request Thread
by Master Necro » 19 Jul 2013, 11:53
Yeah I deserve that.thefiremind wrote:Well that's easy: we need a filter for "each creature", Coat of Arms is OK for that:Master Necro wrote:Quick Question, how would I code:
"each creature deals 1 damage to its controller"?Then the filtered cards need to deal 1 damage to their controller, so:
- Code: Select all
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</FILTER>You need both pieces of the code, OK?
- Code: Select all
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():DealDamageTo( 1, FilteredCard():GetController() )
end
</RESOLUTION_TIME_ACTION>![]()

Thanks!

-
Master Necro - Posts: 259
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- Has thanked: 83 times
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Re: Formal Request Thread
by RiiakShiNal » 19 Jul 2013, 12:28
In DotP 2013 I auto-searched one or more zones to find all the creature type(s) in those zones then limited the list to those unless the user chose to look through all creature types. Since DotP 2013 only had 3 options the best way to do it was to have the first option be previous the second option be a creature type and the third option be next so that if someone accidentally went one too far looking for a type they could simply go back one instead of having to loop all the way around. Showing the appropriate text in the options was annoying because the best option there was to create a set of strings that used the creature type numbers instead of names so instead of being CARD_SUBTYPE_ELF I used CARD_QUERY_OPTION_CREATURE_TYPE_1061, but I had to create all 228 of them (1000-1227).thefiremind wrote:RiiakShiNal had made a special set of functions for choosing a creature type in DotP2013, so he's the most qualified to help you. Anyway, the "37 pages" solution is probably the only correct one. And you are lucky that now the queries support 7 answers, DotP2013 supported only 3...Xander9009 wrote:Urza's Incubator is not easily done.
You might want to add an "auto-guess" option that searches for the most prominent creature type in the cards you own and auto-sets that (the AI should be probably allowed to use only that option).
The seven options in DotP 2014 will make the display easier for people, but it makes the card logic somewhat more difficult. The most accurate solution would be to do something very similar to what I did in DotP 2013 (this also involves the most code). The easiest solution would be to search for the most common type in the library and simply use that (this way you don't need anything to convert from type numbers to an appropriate string and you don't have to worry about displaying multiple pages of options to the player). Probably the best compromising solution would be to search for the 7 most common types in one or more zones (in your case probably ZONE_LIBRARY and ZONE_HAND) and then display just those types to the user (this still requires either translating the numbers to the subtype strings in code or creating a text permanent with all the sub-types having numbered strings like I did in DotP 2013).
You may also be able to use the text permanent file I used in DotP 2013 for the strings after checking to make sure the numbers are still right (if not then hopefully it will just be a few minor changes).
If no-one else gets to it first I may try to update my code to DotP 2014, but I probably won't get to it for at least a couple of weeks.
I'm at a loss as to what could be the problem. Though I have seen DotP do some weird things in just about all of the versions such as DotP 2013 would crash on me with this one specific card every time until I deleted my profile and recreated the profile, then it worked fine, so maybe you have a similar problem. Though I recommend backing up the profile before deleting it, if you decide to try that, just in case.thefiremind wrote:Thanks for trying. But then, if it's a problem of mine only, what could cause it? I just checked that I don't have other TDX files with that name.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
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Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
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Re: Formal Request Thread
by Deus Leonis » 19 Jul 2013, 12:34
I don't know how to make cards so i guess I'll just have to wait for someone to put this card into their mods. Thanks though.Xander9009 wrote:Deus Leonis wrote:I would like to request the card Tolarian Academy please. Thanks.
- Tolarian Academy - Untested, let me know if it works | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TOLARIAN_ACADEMY_909008883" />
<CARDNAME text="TOLARIAN_ACADEMY" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909008883" />
<ARTID value="909008883" />
<ARTIST name="Stephen Daniele" />
<CASTING_COST cost="" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Land" />
<EXPANSION value="UZ" />
<RARITY metaname="R" />
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} alla tua riserva di mana per ogni artefatto che controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oFilter = ClearFilter()
oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
local nArtifact = oFilter:Count()
RSN_Produce( "{U}", nArtifact )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<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="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{U}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (oCard ~= nil) then
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
(EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
local oFilter = ClearFilter()
oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
local nArtifact = oFilter:Count()
if (nArtifact > 10) then
nArtifact = 10
end
oCharacteristics:GrantAbility( nArtifact )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="6">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="7">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="8">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="9">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="10">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
</CARD_V2>

-
Deus Leonis - Posts: 25
- Joined: 27 Jun 2011, 10:37
- Location: Philippines
- Has thanked: 13 times
- Been thanked: 0 time
Re: Formal Request Thread
by Xander9009 » 19 Jul 2013, 12:52
Here it is in its own WAD file. I've made sure it works and it doesn't seem to be having any trouble. Make sure you have Riiak's mana functions. If you have any trouble, let me know.Deus Leonis wrote:I don't know how to make cards so i guess I'll just have to wait for someone to put this card into their mods. Thanks though.Xander9009 wrote:Deus Leonis wrote:I would like to request the card Tolarian Academy please. Thanks.
- Tolarian Academy - Untested, let me know if it works | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TOLARIAN_ACADEMY_909008883" />
<CARDNAME text="TOLARIAN_ACADEMY" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909008883" />
<ARTID value="909008883" />
<ARTIST name="Stephen Daniele" />
<CASTING_COST cost="" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Land" />
<EXPANSION value="UZ" />
<RARITY metaname="R" />
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} alla tua riserva di mana per ogni artefatto che controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oFilter = ClearFilter()
oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
local nArtifact = oFilter:Count()
RSN_Produce( "{U}", nArtifact )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<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="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{U}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (oCard ~= nil) then
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
(EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
local oFilter = ClearFilter()
oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
local nArtifact = oFilter:Count()
if (nArtifact > 10) then
nArtifact = 10
end
oCharacteristics:GrantAbility( nArtifact )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="6">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="7">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="8">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="9">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="10">
<COST type="TapSelf" />
<PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}{U}{U}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
</CARD_V2>
- Attachments
-
Data_DLC_Tolarian_Academy.zip
- (413.73 KiB) Downloaded 323 times
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
-
Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
- Has thanked: 121 times
- Been thanked: 445 times
Re: Formal Request Thread
by BloodReyvyn » 19 Jul 2013, 15:43
Hello again. 
I am having a bit of an issue with my Citanul Hierophants. I am getting a lot of random crashes very similar to what I was getting when I didn't have the correct token registration for a card before, except that the card DOES have the correct mana token registration and I still get crashes. One thing I noticed is that the more I use the granted mana ability on creatures, the sooner it crashes. Although, even if I never get the card out during a whole match, it crashes trying to get to the lobby.
Do I need to somehow "grant" the mana token registration to the creatures along with the ability?

I am having a bit of an issue with my Citanul Hierophants. I am getting a lot of random crashes very similar to what I was getting when I didn't have the correct token registration for a card before, except that the card DOES have the correct mana token registration and I still get crashes. One thing I noticed is that the more I use the granted mana ability on creatures, the sooner it crashes. Although, even if I never get the card out during a whole match, it crashes trying to get to the lobby.
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CITANUL_HIEROPHANTS_5724" />
<CARDNAME text="CITANUL_HIEROPHANTS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Citanul Hierophants]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="5724" />
<ARTID value="5724" />
<ARTIST name="Vincent Evans" />
<CASTING_COST cost="{3}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[From deep in the caves beneath the forest, the hierophants planned the druids’ raids against the enemy.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" />
<SUB_TYPE metaname="Druid" />
<EXPANSION value="UZ" />
<RARITY metaname="R" />
<POWER value="3" />
<TOUGHNESS value="2" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature che controlli hanno “{T}: Aggiungi {G} alla tua riserva di mana”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creatures you control have “{T}: Add {G} to your mana pool.”]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():GetCurrentCharacteristics():GrantAbility(1)
FilteredCard():GetCurrentCharacteristics():GrantAbility(2)
FilteredCard():GetCurrentCharacteristics():GrantAbility(3)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY resource_id="1" forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Produce( "{G}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<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="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY resource_id="2" >
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{G}" )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="3" forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<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>

"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-
BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: Formal Request Thread
by drleg3nd » 19 Jul 2013, 15:49
hey can some one chk this deck out..it shows up on game but if I start a game it crash and opens up a dmp report.thx
- Attachments
-
DATA_DECKS_128504_KALONIAN_RAMPAGE_README.zip
- kalonian hydra
- (4.02 MiB) Downloaded 320 times
Re: Formal Request Thread
by drleg3nd » 19 Jul 2013, 15:50
hey can some one chk this deck out..it shows up on game but if I start a game it crash and opens up a dmp report.thx
- Attachments
-
DATA_DECKS_128504_KALONIAN_RAMPAGE_README.zip
- kalonian hydra
- (4.02 MiB) Downloaded 329 times
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