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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 RiiakShiNal » 20 Jul 2013, 10:36
With Gyre Sage you have:Aiodren wrote:I have problems with two cards i coded and i would really appreciate some help with them.
Gyre Sage works fine from what i could see, but script_log says the following at the end:
[lua] [string "Content\Functions\RSN_MANA.LOL"]:201: attempt to perform arithmetic on a nil value
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="GYRE_SAGE_366289" />
<CARDNAME text="GYRE_SAGE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gyre Sage]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="366289" />
<ARTID value="GYRE SAGE" />
<ARTIST name="Tyler Jacobson" />
<CASTING_COST cost="{1}{G}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Elf" />
<SUB_TYPE metaname="Druid" />
<EXPANSION value="GTC" />
<RARITY metaname="R" />
<POWER value="1" />
<TOUGHNESS value="2" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_IN_PLAY" simple_qualifier="objectyoucontrol">
if TriggerObject():GetCurrentPower() > Object():GetCurrentPower() or TriggerObject():GetCurrentToughness() > Object():GetCurrentToughness() then
return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil and TriggerObject() ~= nil then
if TriggerObject():GetCurrentPower() > EffectSource():GetCurrentPower() or TriggerObject():GetCurrentToughness() > EffectSource():GetCurrentToughness() then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {G} to your mana pool for each +1/+1 counter on Gyre Sage.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local counters = Object():CountCounters( MTG():PlusOnePlusOneCounters() )
if counters ~= nil then
RSN_Produce( "{G}", counters )
end
</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( "{G}" )
</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 ncounters = Object():CountCounters( MTG():PlusOnePlusOneCounters() )
if (ncounters > 10) then
ncounters = 10
end
oCharacteristics:GrantAbility( ncounters )
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="{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="6">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="7">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="8">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}{G}{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="9">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}{G}{G}{G}{G}{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="10">
<COST type="TapSelf" />
<PRODUCES amount="{G}{G}{G}{G}{G}{G}{G}{G}{G}{G}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
</CARD_V2>
- Code: Select all
<RESOLUTION_TIME_ACTION>
local counters = Object():CountCounters( MTG():PlusOnePlusOneCounters() )
if counters ~= nil then
RSN_Produce( "{G}", counters )
end
</RESOLUTION_TIME_ACTION>
- Code: Select all
<RESOLUTION_TIME_ACTION>
local counters = Object():CountCounters( MTG():PlusOnePlusOneCounters() )
if counters > 0 then
RSN_Produce( "{G}", counters )
end
</RESOLUTION_TIME_ACTION>
I will make sure to include an extra check for that when I update my manual mana functions, though it will be a little while as I have other things that I need to get done first.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2188
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
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Re: Formal Request Thread
by Aiodren » 20 Jul 2013, 11:09
Both cards work now and script_log is quiet, thanks a bunch for the help guys 

Re: Formal Request Thread
by Master Necro » 20 Jul 2013, 13:36
I have another mystery.
My Deviant Glee does not work and I can't even guess why:
The problem is it adds the counter automatically and doesn't ask me if I want to.

- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="20">
<FILENAME text="DEVIANT_GLEE_17265389" />
<CARDNAME text="DEVIANT_GLEE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17265389" />
<ARTID value="A265389" />
<ARTIST name="Michael C. Hayes" />
<CASTING_COST cost="{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="DPI" />
<RARITY metaname="C" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzaubert eine Kreatur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물에게 부여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
if EffectSource()~= nil then
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 2 )
parent:GetCurrentCharacteristics():Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
local characteristics = parent:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
end
end
</CONTINUOUS_ACTION>
<AI_AVAILABILITY window_step="declare_blockers" type="window" window_in_combat="1" />
</STATIC_ABILITY>
<ACTIVATED_ABILITY firebreathing="1" resource_id="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<COST mana_cost="{R}" type="Mana" />
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_TRAMPLE, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</ACTIVATED_ABILITY>
<AI_BASE_SCORE score="900" zone="ZONE_HAND" />
<AI_BASE_SCORE score="300" type="Parent" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Doesn't work and swear I have copy pasted everything.thefiremind wrote:Forecast (and ninjutsu, for that matter) can't be made on DotP2014 except for when they have monocolored mana costs or no mana costs, this is the reason.
Convoke and overload are still impossible or requiring too many approximations to be feasible (until someone proves I'm wrong).
Bloodrush has different effects depending on the creature, the only standard part is the DiscardSelf cost: if you start from cycling it's not really that hard to make.
Haunt needs a different implementation for creatures and non-creatures. I remember getting stuck on something for the non-creature implementation in DotP2013, so I'll leave it to someone else unless I need to make a card with haunt for one of my decks.
Unleash and graft aren't really difficult, I think they should work like this:
- Unleash (untested) | Open
- Code: Select all
<TRIGGERED_ABILITY replacement_query="1" active_zone="ZONE_TRANSITION">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Unleash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scatenare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Entfesselt]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Emportement]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Desatar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[解鎖]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[속박해제]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Безудержность]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Liberar]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
</RESOLUTION_TIME_ACTION>
<MAY tag="CARD_QUERY_UNLEASH" always_prompt="1" />
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="8">
local source = EffectSource()
if source ~= nil and source:CountCounters( MTG():PlusOnePlusOneCounters() ) > 0 then
source:GetCurrentCharacteristics():Characteristic_Set(CHARACTERISTIC_CANT_BLOCK, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>but please test them before adding them to the first page, I'm not sure how the MAY blocks will work, especially with unleash.
- Graft (untested) | Open
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
-- change the amount of counters here for Graft 2, 3, etc.
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Graft 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Greffe 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Injertar 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pfropfen 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Innesto 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[移植 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Graft 1]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Прививка 1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enxerto 1]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
</TRIGGER>
<INTERVENING_IF>
return EffectSource() ~= nil and TriggerObject() ~= nil and EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() ) > 0
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil and TriggerObject() ~= nil then
TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
</RESOLUTION_TIME_ACTION>
<MAY tag="CARD_QUERY_GRAFT" always_prompt="1" />
<AUTO_SKIP>
return EffectSource() == nil or TriggerObject() == nil
</AUTO_SKIP>
</TRIGGERED_ABILITY>

-
Master Necro - Posts: 259
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- Has thanked: 83 times
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Re: Formal Request Thread
by thefiremind » 20 Jul 2013, 13:54
Knowing what exactly doesn't work would help. For now, I can just see that you have put trample on layer 7C, while abilities should be on layer 6. DotP2014 seems more sensitive about layers than the previous games, so if it's trample that doesn't work, this might be the solution.Master Necro wrote:I have another mystery.My Deviant Glee does not work and I can't even guess why
When I stay out of the forums for a long time I read all the posts I missed, I strongly recommend everyone else to do the same...Master Necro wrote:And the Unleash skill from here:
[...]
Doesn't work and swear I have copy pasted everything.The problem is it adds the counter automatically and doesn't ask me if I want to.


viewtopic.php?f=109&t=11010&start=435#p126159
< Former DotP 2012/2013/2014 modder >
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thefiremind - Programmer
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Re: Formal Request Thread
by Master Necro » 20 Jul 2013, 14:16
Nothing works really, it just attaches to the chosen creature and does nothing, it does't add +2/+1 and it doesn't give the ability.thefiremind wrote:Knowing what exactly doesn't work would help. For now, I can just see that you have put trample on layer 7C, while abilities should be on layer 6. DotP2014 seems more sensitive about layers than the previous games, so if it's trample that doesn't work, this might be the solution.
Ouuuu...thefiremind wrote:When I stay out of the forums for a long time I read all the posts I missed, I strongly recommend everyone else to do the same...![]()
viewtopic.php?f=109&t=11010&start=435#p126159

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Master Necro - Posts: 259
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Re: Formal Request Thread
by thefiremind » 20 Jul 2013, 14:32
Well I don't know then. Give the proper layer to trample, move the AI_AVAILABILITY block to the trample ability (in a static ability it has no meaning), and try again. Oh and you should also remove firebreathing from the trample ability: I don't think someone would want to give trample to a creature more than once in a row...Master Necro wrote:Nothing works really, it just attaches to the chosen creature and does nothing, it does't add +2/+1 and it doesn't give the ability.

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Re: Formal Request Thread
by Master Necro » 20 Jul 2013, 15:12
Well now it does give me +2/+1 but it doesn't give me the ability:thefiremind wrote:Well I don't know then. Give the proper layer to trample, move the AI_AVAILABILITY block to the trample ability (in a static ability it has no meaning), and try again. Oh and you should also remove firebreathing from the trample ability: I don't think someone would want to give trample to a creature more than once in a row...Master Necro wrote:Nothing works really, it just attaches to the chosen creature and does nothing, it does't add +2/+1 and it doesn't give the ability.
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="20">
<FILENAME text="DEVIANT_GLEE_17265389" />
<CARDNAME text="DEVIANT_GLEE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Deviant Glee]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17265389" />
<ARTID value="A265389" />
<ARTIST name="Michael C. Hayes" />
<CASTING_COST cost="{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“You just need the right incentive to fulfill my dreams.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="DPI" />
<RARITY metaname="C" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzaubert eine Kreatur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물에게 부여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enchanted creature gets +2/+1 and has “{R}: This creature gains trample until end of turn.”]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
if EffectSource()~= nil then
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 2 )
parent:GetCurrentCharacteristics():Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
local characteristics = parent:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY firebreathing="1" resource_id="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{R}: This creature gains trample until end of turn.]]></LOCALISED_TEXT>
<COST mana_cost="{R}" type="Mana" />
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_TRAMPLE, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AVAILABILITY per_turn_limit="1" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" window_in_combat="1" />
</ACTIVATED_ABILITY>
<AI_BASE_SCORE score="900" zone="ZONE_HAND" />
<AI_BASE_SCORE score="300" type="Parent" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
- Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SKULL_REND_17253622" />
<CARDNAME text="SKULL_REND" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Skull Rend]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17253622" />
<ARTID value="A253622" />
<ARTIST name="Greg Staples" />
<CASTING_COST cost="{3}{B}{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“We could never accept anyone with a face that pretty or a mind that sane.”
—Nyoser, Gore-House ringleader]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Sorcery" />
<EXPANSION value="DPI" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Skull Rend deals 2 damage to each opponent. Those players each discard two cards at random.]]></LOCALISED_TEXT>
<SFX text="GLOBAL_MAGMA_PLAY" />
<RESOLUTION_TIME_ACTION>
local numPlayer = MTG():GetNumberOfPlayers()
for i = 0, (numPlayer-1) do
local player = MTG():GetNthPlayer( i )
if player ~= nil then
if (player:GetTeam() ~= EffectController():GetTeam()) then
EffectSourceLKI():DealDamageTo( 2, player )
end
end
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="all">
return SecondaryPlayer():GetTeam() ~= EffectController():GetTeam()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = SecondaryPlayer()
if player ~= nil then
player:DiscardRandomCard(2)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
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Master Necro - Posts: 259
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Re: Formal Request Thread
by thefiremind » 20 Jul 2013, 15:53
There's one "end" too much after GrantAbility(1). And I told you to remove firebreathing, not to add <AVAILABILITY per_turn_limit="1" />... 
Skull Rend doesn't work because the triggered ability needs active_zone="ZONE_STACK", which is where the spell is when it does its thing, and DiscardRandomCard doesn't want parameters, if you need to discard 2 cards you need to call the function twice. Anyway I think it's wrong if you code it like that: even players who somehow prevented the damage should discard the cards, because the text says "those players", not "players dealt damage this way". Just do it like this:

Skull Rend doesn't work because the triggered ability needs active_zone="ZONE_STACK", which is where the spell is when it does its thing, and DiscardRandomCard doesn't want parameters, if you need to discard 2 cards you need to call the function twice. Anyway I think it's wrong if you code it like that: even players who somehow prevented the damage should discard the cards, because the text says "those players", not "players dealt damage this way". Just do it like this:
- Code: Select all
<RESOLUTION_TIME_ACTION>
local numPlayer = MTG():GetNumberOfPlayers()
for i = 0, (numPlayer-1) do
local player = MTG():GetNthPlayer( i )
if player ~= nil then
if (player:GetTeam() ~= EffectController():GetTeam()) then
EffectSourceLKI():DealDamageTo( 2, player )
player:DiscardRandomCard()
player:DiscardRandomCard()
end
end
end
</RESOLUTION_TIME_ACTION>
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Re: Formal Request Thread
by Master Necro » 20 Jul 2013, 16:21
Thanks for Skull rend, but what is firebreathing?thefiremind wrote:There's one "end" too much after GrantAbility(1). And I told you to remove firebreathing, not to add <AVAILABILITY per_turn_limit="1" />...
Skull Rend doesn't work because the triggered ability needs active_zone="ZONE_STACK", which is where the spell is when it does its thing, and DiscardRandomCard doesn't want parameters, if you need to discard 2 cards you need to call the function twice. Anyway I think it's wrong if you code it like that: even players who somehow prevented the damage should discard the cards, because the text says "those players", not "players dealt damage this way". Just do it like this:and remove the triggered ability.
- Code: Select all
<RESOLUTION_TIME_ACTION>
local numPlayer = MTG():GetNumberOfPlayers()
for i = 0, (numPlayer-1) do
local player = MTG():GetNthPlayer( i )
if player ~= nil then
if (player:GetTeam() ~= EffectController():GetTeam()) then
EffectSourceLKI():DealDamageTo( 2, player )
player:DiscardRandomCard()
player:DiscardRandomCard()
end
end
end
</RESOLUTION_TIME_ACTION>

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Re: Formal Request Thread
by thefiremind » 20 Jul 2013, 16:25
The tag firebreathing="1" enables the query for how many times in a row you want to activate the ability. "Firebreathing" is a familiar way to call the ability "{R}: +1/+0 until end of turn", which always uses that option in DotP because it would be very annoying to do it one by one. Since nobody will give trample more than once, it's useless to ask how many times you want to activate that ability. But that doesn't mean that you should totally forbid to activate it more than once with the AVAILABILITY block you added.
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Re: Formal Request Thread
by Master Necro » 20 Jul 2013, 16:32
thefiremind wrote:The tag firebreathing="1" enables the query for how many times in a row you want to activate the ability. "Firebreathing" is a familiar way to call the ability "{R}: +1/+0 until end of turn", which always uses that option in DotP because it would be very annoying to do it one by one. Since nobody will give trample more than once, it's useless to ask how many times you want to activate that ability. But that doesn't mean that you should totally forbid to activate it more than once with the AVAILABILITY block you added.


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Re: Formal Request Thread
by Scion of Darkness » 21 Jul 2013, 14:22
Need some help here =)
and a request =) bramblewood paragon =)
thanks
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="SHIELD_OF_THE_OVERSOUL_14040110" />
<CARDNAME text="SHIELD_OF_THE_OVERSOUL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shield of the Oversoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scudo dell'Anima Eccelsa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schild der Überseele]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bouclier de la Gouve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Escudo del Alma suprema]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大霊の盾]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Shield of the Oversoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Щит Сверхдуши]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escudo da Alma Suprema]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="14040110" />
<ARTID value="158762" />
<ARTIST name="Steven Belledin" />
<CASTING_COST cost="{2}{G/W}" />
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<EXPANSION Value="DPG" />
<RARITY metaname="C" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturenverzauberung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY simple_filter="Parent">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as enchanted creature is green, it gets +1/+1 and is indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che la creatura incantata è verde, prende +1/+1 ed è indistruttibile.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die verzauberte Kreatur grün ist, erhält sie +1/+1 und ist unzerstörbar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la créature enchantée est verte, elle gagne +1/+1 et elle est indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la criatura encantada sea verde, obtiene +1/+1 y es indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーが緑であるかぎり、それは+1/+1の修整を受けるとともに破壊されない。 (致死ダメージや"破壊する"効果ではそれは破壊されない。 それのタフネスが0以下である場合は、それはオーナーの墓地に置かれる。)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as enchanted creature is green, it gets +1/+1 and is indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока зачарованное существо зеленое, оно получает +1/+1 и является неразрушимым.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto a criatura encantada for verde, ela receberá +1/+1 e será indestrutível.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_GREEN ) ~= 0 then
parent:GetCurrentCharacteristics:Power_Add( 1 )
parent:GetCurrentCharacteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_GREEN ) ~= 0 then
parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY simple_filter="Parent">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as enchanted creature is white, it gets +1/+1 and has flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che la creatura incantata è bianca, prende +1/+1 e ha volare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die verzauberte Kreatur weiß ist, erhält sie +1/+1 und hat Flugfähigkeit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la créature enchantée est blanche, elle gagne +1/+1 et elle a le vol.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la criatura encantada sea blanca, obtiene +1/+1 y tiene la habilidad de volar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーが白であるかぎり、それは+1/+1の修整を受けるとともに飛行を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as enchanted creature is white, it gets +1/+1 and has flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока зачарованное существо белое, оно получает +1/+1 и имеет Полет.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto a criatura encantada for branca, ela receberá +1/+1 e terá voar.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_WHITE ) ~= 0 then
parent:GetCurrentCharacteristics:Power_Add( 1 )
parent:GetCurrentCharacteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_WHITE ) ~= 0 then
parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_FLYING, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<AI_BASE_SCORE score="1500" zone="ZONE_HAND" />
<AI_BASE_SCORE score="750" type="Parent" zone="ZONE_IN_PLAY" />
</CARD_V2>
and a request =) bramblewood paragon =)
thanks
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Scion of Darkness - Posts: 235
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Re: Formal Request Thread
by Xander9009 » 21 Jul 2013, 14:26
After a few instances of GetColour and GetCurrentCharacteristics, you're missing (). Also, the subtype is quite messed up.Scion of Darkness wrote:Need some help here =)Need this for elves deck
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="SHIELD_OF_THE_OVERSOUL_14040110" />
<CARDNAME text="SHIELD_OF_THE_OVERSOUL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shield of the Oversoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scudo dell'Anima Eccelsa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schild der Überseele]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bouclier de la Gouve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Escudo del Alma suprema]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大霊の盾]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Shield of the Oversoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Щит Сверхдуши]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escudo da Alma Suprema]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="14040110" />
<ARTID value="158762" />
<ARTIST name="Steven Belledin" />
<CASTING_COST cost="{2}{G/W}" />
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<EXPANSION Value="DPG" />
<RARITY metaname="C" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturenverzauberung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY simple_filter="Parent">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as enchanted creature is green, it gets +1/+1 and is indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che la creatura incantata è verde, prende +1/+1 ed è indistruttibile.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die verzauberte Kreatur grün ist, erhält sie +1/+1 und ist unzerstörbar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la créature enchantée est verte, elle gagne +1/+1 et elle est indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la criatura encantada sea verde, obtiene +1/+1 y es indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーが緑であるかぎり、それは+1/+1の修整を受けるとともに破壊されない。 (致死ダメージや"破壊する"効果ではそれは破壊されない。 それのタフネスが0以下である場合は、それはオーナーの墓地に置かれる。)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as enchanted creature is green, it gets +1/+1 and is indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока зачарованное существо зеленое, оно получает +1/+1 и является неразрушимым.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto a criatura encantada for verde, ela receberá +1/+1 e será indestrutível.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_GREEN ) ~= 0 then
parent:GetCurrentCharacteristics:Power_Add( 1 )
parent:GetCurrentCharacteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_GREEN ) ~= 0 then
parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY simple_filter="Parent">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as enchanted creature is white, it gets +1/+1 and has flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che la creatura incantata è bianca, prende +1/+1 e ha volare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die verzauberte Kreatur weiß ist, erhält sie +1/+1 und hat Flugfähigkeit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la créature enchantée est blanche, elle gagne +1/+1 et elle a le vol.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la criatura encantada sea blanca, obtiene +1/+1 y tiene la habilidad de volar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーが白であるかぎり、それは+1/+1の修整を受けるとともに飛行を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as enchanted creature is white, it gets +1/+1 and has flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока зачарованное существо белое, оно получает +1/+1 и имеет Полет.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto a criatura encantada for branca, ela receberá +1/+1 e terá voar.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_WHITE ) ~= 0 then
parent:GetCurrentCharacteristics:Power_Add( 1 )
parent:GetCurrentCharacteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
if EffectSource():GetParent():GetColour:Test( COLOUR_WHITE ) ~= 0 then
parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_FLYING, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<AI_BASE_SCORE score="1500" zone="ZONE_HAND" />
<AI_BASE_SCORE score="750" type="Parent" zone="ZONE_IN_PLAY" />
</CARD_V2>
and a request =) bramblewood paragon =)
thanks
_______________________________
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Xander9009 - Programmer
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Re: Formal Request Thread
by thefiremind » 21 Jul 2013, 14:36
And tests must not be compared with 1 or 0 in DotP2014, they return true or false (which, in this case, means to remove "~= 0" everywhere).
Leaving the order tags does no harm, they just don't do anything in DotP2014 because the sub-type ordering for the various languages is set in other files inside the core.Xander9009 wrote:Also, the subtype is quite messed up.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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thefiremind - Programmer
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Re: Formal Request Thread
by Xander9009 » 21 Jul 2013, 14:43
Ah, I'd never seen anything regarding ordering of tags. I also didn't know that about tests, good to know.thefiremind wrote:And tests must not be compared with 1 or 0 in DotP2014, they return true or false (which, in this case, means to remove "~= 0" everywhere).Leaving the order tags does no harm, they just don't do anything in DotP2014 because the sub-type ordering for the various languages is set in other files inside the core.Xander9009 wrote:Also, the subtype is quite messed up.
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Xander9009 - Programmer
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