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Planeswalker's Complementary Set [MOD]

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Re: gorem2k mod

Postby gorem2k » 06 Aug 2013, 13:12

maybe I will try again with fake planeswalkers sometimes but right now I'm working day and night on Ghostly Prison. it's a total mess, I can't even make the AI deal damage and I had to put all sorts of weird characteristics, an AddPlayScore, full of LinkedDC and other illogical stuff :x just to make it pay 2, and well, I'm dead tired of coding! I need a break but I will get back asap. this card is a nightmare I tell you!

here is what I'M talking about....

Ghostly Prison | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="GHOSTLY_PRISON_444275264" />
  <CARDNAME text="GHOSTLY_PRISON" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prison fantomale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Prisión fantasmagórica]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gespenstisches Gefängnis]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Prigione Spettrale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[亡霊の牢獄]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="444275264" />
  <ARTID value="444275264" />
  <ARTIST name="Wayne England" />
  <CASTING_COST cost="{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Que la mémoire de nos héros tombés ensorcelle les cœurs violents des impurs. »—Inscription du Grand Seuil de Monserkat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Que el recuerdo de nuestros héroes caídos atrape los corazones violentos de hombres menos valientes.”—Inscripción en el Gran Umbral de Monserkat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Möge die Erinnerung an unsere gefallenen Helden die ungestümen Seelen niederer Männer bändigen.”—Inschrift der Großen Schwelle von Monserkat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Possa il ricordo dei nostri eroi caduti intrappolare i cuori violenti degli uomini inferiori.”—Iscrizione sulla Grande Soglia di Monserkat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「死せる英雄たちの記憶が、小さき者の逸る心を虜にしますように。」 ――モンザーカットの大門口に刻まれた文句]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="PC2" />
  <RARITY metaname="U" />

  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures ne peuvent pas vous attaquer à moins que leur contrôleur ne paie {2} pour chaque créature qu’il contrôle qui vous attaque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas no pueden atacarte a menos que su controlador pague {2} por cada criatura que controla que te está atacando.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen können dich nicht angreifen, falls ihr Beherrscher nicht für jede dich angreifende Kreatur, die er kontrolliert, {2} bezahlt.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature non possono attaccarti a meno che il loro controllore non paghi {2} per ogni creatura che controlla che ti sta attaccando.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャーは、それのコントローラーが、そのプレイヤーがコントロールするあなたを攻撃しているクリーチャー1体につき{2}を支払わないかぎり、あなたを攻撃できない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
    local player = TriggerPlayer()
    if player:GetTeam() ~= EffectController():GetTeam() and
          EffectController():MyTurn() == false and
          LinkedDC():Get_Int(1) &lt; 1 and
          MTG():GetStep() == STEP_BEGIN_COMBAT then
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         filter:Add( FE_CONTROLLER, OP_IS, player )
         filter:SetZone( ZONE_BATTLEFIELD )
         if filter:CountStopAt(1) == 1 then
             return true
          end
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = TriggerPlayer()
    if player ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
       filter:Add( FE_CONTROLLER, OP_IS, player )
       filter:SetZone( ZONE_BATTLEFIELD )
       local creatures = filter:Count()

        if creatures &gt; 0 then
         local filter = ClearFilter()
          filter:Add( FE_CARD_NAME, OP_IS, EffectSource() )
          filter:Add( FE_CONTROLLER, OP_NOT, player )
         filter:SetZone( ZONE_BATTLEFIELD )
          local instances = filter:Count()
          local max_creatures = 0
          local min_cost = (2 * instances)
            LinkedDC():Set_Int(0, min_cost)
          for i = 0,(creatures-1) do
            if player:CanPayManaCost("{" .. min_cost .. "}") then
              max_creatures = max_creatures + 1
              min_cost = min_cost + min_cost
            end
          end
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         filter:Add( FE_CONTROLLER, OP_IS, player )
         filter:SetZone( ZONE_BATTLEFIELD )
          local i = 0
          player:SetItemCount( max_creatures )
          while i &lt; max_creatures do
            player:SetItemPrompt (i, "CARD_QUERY_CHOOSE_CREATURE_YOU_CONTROL")
            i = i + 1
          end
          player:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
        end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local player = TriggerPlayer()
    if player ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
       filter:Add( FE_CONTROLLER, OP_IS, player )
       filter:SetZone( ZONE_BATTLEFIELD )
       local creatures = filter:Count()
        if creatures &gt; 0 then
           local filter = ClearFilter()
           MTG():ClearFilterMark()          
           filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
          filter:Add( FE_CONTROLLER, OP_IS, player )
          filter:SetZone( ZONE_BATTLEFIELD )
           local min_cost = LinkedDC():Get_Int(0)
           local total_cost = 0
           for i = 0,(creatures-1) do
            local target_card = EffectDC():Get_Targets(1):Get_CardPtr(i)
            if target_card ~= nil then
               target_card:MarkForFilter()
               player:AddPlayScore(150)
               total_cost = total_cost + min_cost
               LinkedDC():Set_Int(1, total_cost)
            end
           end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local player = TriggerPlayer()
    if player ~= nil then
       local total_cost = LinkedDC():Get_Int(1)
       if total_cost ~= 0 then
         MTG():MessageAllPlayers("Paying {" .. total_cost .. "}")
         player:PayManaCost("{" .. total_cost .. "}")
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>


-- unpaid creatures can't attack

  <STATIC_ABILITY linked_ability_group="1">
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add(FE_CONTROLLER, OP_NOT, EffectController())
    </FILTER>
    <CONTINUOUS_ACTION layer="8" filter_id="0" linked_ability_group="1">
    if FilteredCard() ~= nil then
      if EffectController():MyTurn() == false and
        MTG():GetStep() &gt; STEP_BEGIN_COMBAT and MTG():GetStep() &lt; STEP_DECLARE_BLOCKERS then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
        characteristics:Bool_Set( CHARACTERISTIC_CANT_ATTACK, 1 )
        characteristics:Bool_Set( CHARACTERISTIC_FLYING, 0 )
        characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK, 0 ) -- REMOVE!
      end
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectSource() == nil
    </DURATION>
  </STATIC_ABILITY>


-- paid creature can attack

  <STATIC_ABILITY linked_ability_group="1">
    <FILTER filter_id="1">
    local filter = ClearFilter()
    filter:SetMarkedObjectsOnly() -- should also add a condition for native CANT_ATTACK creatures
    </FILTER>
    <CONTINUOUS_ACTION layer="8" filter_id="1" linked_ability_group="1">
    if FilteredCard() ~= nil then
      if MTG():GetStep() ~= STEP_DECLARE_BLOCKERS then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_CANT_ATTACK, 0 )
       characteristics:Bool_Set( CHARACTERISTIC_FLYING, 1 )
       characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK, 1 ) -- REMOVE!
      end
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectSource() == nil
    </DURATION>
  </STATIC_ABILITY>

  <TRIGGERED_ABILITY replacement_effect="1">
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" pre_trigger="1">
    return TriggerPlayer():GetTeam() ~= EffectController():GetTeam() and MTG():GetPhase() ~= PHASE_COMBAT
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = TriggerPlayer()
    if player ~= nil then
       local filter = ClearFilter()
       MTG():ClearFilterMark()
       LinkedDC():Int_Clear(0)
       LinkedDC():Int_Clear(1)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
perhaps I should just grant abilities to each opponent creatures, something like pay 2 to attack with this creature.
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Re: gorem2k mod

Postby gorem2k » 10 Aug 2013, 06:26

If anybody can help me, I have a problem making an activated ability last forever until game is over.

Liliana's ultimate ability | Open
Code: Select all
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[-6: You get an emblem with “Swamps you control have ‘{T}: Add {B}{B}{B}{B} to your mana pool.’”]]>    <COUNTER_REGISTRATION name="Loyalty" proliferate="00" />
    <COST type="RemoveCountersSelf" amount="2" counter_type="Loyalty" />
    <AVAILABILITY per_turn_limit="1" sorcery_time="1" />
    <RESOLUTION_TIME_ACTION>
    if EffectController() ~= nil then
       EffectController():PlayerDataChest():Int_Set(COMPARTMENT_ID_PLR_REGISTER_0, 1)
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="8">
    if EffectSource() ~= nil then
       EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </ACTIVATED_ABILITY>
  <STATIC_ABILITY active_zone="ZONE_ANYWHERE">
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    filter:Add( FE_ZONE, ZONE_BATTLEFIELD )
    filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
    </FILTER>
    <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil and EffectController():PlayerDataChest():Int_Get(COMPARTMENT_ID_PLR_REGISTER_0) == 1 then
        FilteredCard():GetCurrentCharacteristics():GrantAbility(2)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectController() == nil
    </DURATION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY resource_id="2">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {B}{B}{B}{B} to your mana pool.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
      local filter = ClearFilter()
      RSN_Produce( "{B}", 4 )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      DisplayManaPool(EffectController())
    </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" />
    <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
  </ACTIVATED_ABILITY>
I've found a way to register a value in a player compartment. (though I know I should create a specific compartment for that card) and I've set an 'active_anywhere' static block, but when the card goes to graveyard, the granted ability doesn't stay active. when I use ZONE_ANY instead of ZONE_ANYWHERE, the card gets multiple activated abilities!!!
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Re: gorem2k mod

Postby kevlahnota » 10 Aug 2013, 07:36

did you try using "Forever" in DURATION tag?
Code: Select all
    <DURATION simple_duration="Forever" />
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Re: gorem2k mod

Postby gorem2k » 10 Aug 2013, 08:01

kevlahnota wrote:did you try using "Forever" in DURATION tag?
Code: Select all
    <DURATION simple_duration="Forever" />
I've tried. Unfortunately, this didn't work here.
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Re: gorem2k mod

Postby thefiremind » 10 Aug 2013, 09:21

You can't set a duration for a static ability (some official cards do that but it's useless). The best way to do what you want is how I explained in the other topic:
viewtopic.php?f=63&t=11418#p128642
you didn't tell me exactly the effect that you wanted to make so I just answered your question... and on top of that, I made a mistake on the duration, it was supposed to be "FilteredCard() == nil", not "~= nil". :oops: This should work for Liliana's ultimate:
Version 2 | Open
Code: Select all
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Swamps you control have ‘{T}: Add {B}{B}{B}{B} to your mana pool.’”]]>
    <AVAILABILITY per_turn_limit="1" sorcery_time="1" />
    <FILTER filter_id="0" reevaluates="1">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
    <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(1)
    delayDC:Set_CardPtr( 0, EffectSource() )
    MTG():CreateDelayedTrigger(0, delayDC)
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():GetCurrentCharacteristics():GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectController() == nil
    </DURATION>
  </ACTIVATED_ABILITY>

  <TRIGGERED_ABILITY replacement_effect="1" resource_id="0">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ABILITY_RESOLVED" />
    <CONTINUOUS_ACTION layer="8">
    local source = EffectDC():Get_CardPtr(0)
    if source ~= nil then
       source:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
The reevaluates tag makes the filter act also on the swamps that will enter the battlefield later. It isn't something you usually want, but it's perfect for this scenario.

EDIT: Added the missing cleanup.
Last edited by thefiremind on 10 Aug 2013, 16:00, edited 1 time in total.
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Re: gorem2k mod

Postby drleg3nd » 10 Aug 2013, 10:32

hey gorem ya decks does not show up in my game ? idk if someone shares the same prefix id as yours
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Re: gorem2k mod

Postby gorem2k » 10 Aug 2013, 10:49

drleg3nd wrote:hey gorem ya decks does not show up in my game ? idk if someone shares the same prefix id as yours
I use 444, and I don't think it's an ID issue. maybe I forgot to add file Data_DLC_44_Content_Pack_Enabler.wad in zip ?? I don't remember :oops:

anyway, I will re-up a V5 soon as I just finished doing primary non-combat damage redirection. and also just finished doing a nice looking Vraska the Unseen !! :D would never been able to do without thefiremind UntilNextTurn function....
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Re: gorem2k mod

Postby gorem2k » 10 Aug 2013, 10:52

thefiremind wrote:This should work for Liliana's ultimate:
It worked!!!!!!!!!!!!!!! :D :D :D

But, I could activate more than once so my swamps had 2 x Add {B} {B} {B} {B}. should only be able to have one granted ability me think.
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Re: gorem2k mod

Postby thefiremind » 10 Aug 2013, 11:14

gorem2k wrote:But, I could activate more than once so my swamps had 2 x Add {B} {B} {B} {B}. should only be able to have one granted ability me think.
Nothing says that. Sure, it's not aesthetically pleasant, but I think it's correct.
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Re: gorem2k mod

Postby gorem2k » 10 Aug 2013, 15:42

I've found another problem. When I tap a swamp to get mana, (before activating an ability from planeswalker) ---> I can't activate an ability from that planeswalker. this is odd, I thought that the delayed trigger for setting duration would be triggered ONLY when I first activate the ultimate.
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Re: gorem2k mod

Postby thefiremind » 10 Aug 2013, 16:00

gorem2k wrote:I've found another problem. When I tap a swamp to get mana, (before activating an ability from planeswalker) ---> I can't activate an ability from that planeswalker. this is odd, I thought that the delayed trigger for setting duration would be triggered ONLY when I first activate the ultimate.
I forgot the cleanup in the delayed trigger, now it should be OK.
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Re: gorem2k mod

Postby KENOG » 10 Aug 2013, 18:52

Hey gorem,

Does your mod come only as a package of all the decks in it, or can I download just the card core and art, for creating custom decks in RSN's Deck Builder? (My eyes are basically set on those lovely Planeswalkers =P~ )

Thanks anyway :)
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Re: gorem2k mod

Postby KENOG » 10 Aug 2013, 19:01

Oh, and could you give me some tips for successfully using the Planeswalker cards in game, without breaking their mechanism? What should I watch out for in decks I use them in? (Like avoid certain cards, with certain effects or something?)
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Re: gorem2k mod

Postby gorem2k » 11 Aug 2013, 06:09

KENOG wrote:Oh, and could you give me some tips for successfully using the Planeswalker cards in game, without breaking their mechanism? What should I watch out for in decks I use them in? (Like avoid certain cards, with certain effects or something?)
right now, every cards that has "each" + "all" + "enchantments" keywords will have unwanted effects. also if an opponent has a planeswalker in play and you cast Slagstorm for example, you won't get the 3 damage if you target his planeswalker! you can still use them all but I've warned you! :lol:
gorem2k
 
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Re: gorem2k mod

Postby KENOG » 11 Aug 2013, 20:54

I played two duels yesterday midnight, with Liliana of The Dark Realms in my deck. The card was UBER-AWESOME!!! :D Fell in love with it. No issues.

However, I saw that you mentioned your new WIP Planeswalkers don't show as Legendary Enchantments in their text anymore. Would it be possible to update the released 4 Planeswalkers with that change? (Personally, having the cards show 'Legendary Enchantment' rather than 'Planeswalker' is the only major problem I have with the cards now, since I have OCD.) :roll:

I would be a hundred times happier if that could be implemented.

Regardless, thanks a ton for a successful Planeswalker card. You rock!! :D
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