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Formal Request Thread

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Re: Formal Request Thread

Postby BloodReyvyn » 25 Jul 2013, 09:52

Xander, that code worked great , thanks :). Although if anyone else wants to copy/paste it, they'll have to add a "/" at the end of that Filter block. ;)

And Thanks for the help with Return to Dust and Necromancer's Covenant as well. Both are working as intended now. :mrgreen:
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Re: Formal Request Thread

Postby Master Necro » 25 Jul 2013, 15:43

I have a problem with this ability in Blind Obedience it doesn't trigger:

Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures your opponents control enter the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures que vos adversaires contrôlent arrivent sur le champ de bataille engagées.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas que controlan tus oponentes entran al campo de batalla giradas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen, die deine Gegner kontrollieren, kommen getappt ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature controllate dai tuoi avversari entrano nel campo di battaglia TAPpate.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたの対戦相手がコントロールするクリーチャーはタップ状態で戦場に出る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[상대가 조종하는 생물들은 탭된 채로 전장에 들어온다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Существа под контролем ваших оппонентов выходят на поле битвы повернутыми.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As criaturas que seus oponentes controlam entram no campo de batalha viradas.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1">
    local tobj = TriggerObject()
    return tobj ~= nil and tobj:GetCardType():Test(CARD_TYPE_CREATURE) and tobj:GetPlayer():GetTeam() ~= EffectController():GetTeam()
   return tobj ~= nil and tobj:GetCardType():Test(CARD_TYPE_ARTIFACT) and tobj:GetPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby MC Brodie » 25 Jul 2013, 16:11

It looks like you are telling the card to tap before its actually on the battlefield. I think there is an official function for enters the battlefield tapped. Look at the official code for Diregraft Ghoul. You could copy most of that.
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Re: Formal Request Thread

Postby Master Necro » 25 Jul 2013, 16:18

MC Brodie wrote:It looks like you are telling the card to tap before its actually on the battlefield. I think there is an official function for enters the battlefield tapped. Look at the official code for Diregraft Ghoul. You could copy most of that.
Yeah it's the same except for the additional trigger that is required because Diregraf Ghoul is a creature that comes to the battlefield tapped and so he has:

Code: Select all
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
But Blind obedience is an enchantment that makes the creatures and artefacts come to the battlefield tapped so it need an aditional:

Code: Select all
<TRIGGER value="ZONECHANGE_TRANSITION" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1">
    local tobj = TriggerObject()
    return tobj ~= nil and tobj:GetCardType():Test(CARD_TYPE_CREATURE) and tobj:GetPlayer():GetTeam() ~= EffectController():GetTeam()
   return tobj ~= nil and tobj:GetCardType():Test(CARD_TYPE_ARTIFACT) and tobj:GetPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
Problem is it doesn't recognise the trigger and creatures and artefacts don't come to the battlefield tapped.
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Re: Formal Request Thread

Postby Xander9009 » 25 Jul 2013, 17:02

Master Necro wrote:
MC Brodie wrote:It looks like you are telling the card to tap before its actually on the battlefield. I think there is an official function for enters the battlefield tapped. Look at the official code for Diregraft Ghoul. You could copy most of that.
Yeah it's the same except for the additional trigger that is required because Diregraf Ghoul is a creature that comes to the battlefield tapped and so he has:

Code: Select all
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
But Blind obedience is an enchantment that makes the creatures and artefacts come to the battlefield tapped so it need an aditional:

Code: Select all
<TRIGGER value="ZONECHANGE_TRANSITION" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1">
    local tobj = TriggerObject()
    return tobj ~= nil and tobj:GetCardType():Test(CARD_TYPE_CREATURE) and tobj:GetPlayer():GetTeam() ~= EffectController():GetTeam()
   return tobj ~= nil and tobj:GetCardType():Test(CARD_TYPE_ARTIFACT) and tobj:GetPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
Problem is it doesn't recognise the trigger and creatures and artefacts don't come to the battlefield tapped.
If it was an artifact, it would never return true. The first line with return would exit the code with either true or false and it would never reach the other one. Where the first trigger has
Code: Select all
tobj:GetCardType():Test(CARD_TYPE_CREATURE)
it should use
Code: Select all
( tobj:GetCardType():Test(CARD_TYPE_CREATURE) or tobj:GetCardType():Test(CARD_TYPE_ARTIFACT) )
Each thing inside the parentheses separated by or's should be evaluated, then if any of them are true, then that whole parenthesis section returns true.

As for why the creatures aren't entering the battlefield tapped, I'm not sure, but here's the working code I made for Imposing Sovereign
Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures your opponents control enter the battlefield tapped.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1">
    return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) and TriggerObject():GetPlayer():GetTeam() ~= EffectSource():GetPlayer():GetTeam()
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
So, simply adding the "or artifact" bit should make it work for yours. Try this:
Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
      <LOCALISED_TEXT...LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1">
    return ( TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) or TriggerObject():GetCardType():Test( CARD_TYPE_ARTIFACT ) ) and TriggerObject():GetPlayer():GetTeam() ~= EffectSource():GetPlayer():GetTeam()
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby Master Necro » 25 Jul 2013, 19:56

Thanks man!
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Re: Formal Request Thread

Postby gorem2k » 25 Jul 2013, 19:59

thefiremind wrote:
BloodReyvyn wrote:As far as the test request, I added those two abilities to a Watchwolf for testing purposes. Not only does the AI block with only one creature most of the time, but if I cast Irresistible Prey on it, the AI will sometimes choose not to block at all. Maybe redundant instances of the ability will cancel each other out or one ability supersedes another depending on when it's played? Dunno, it's weird, but we always find weird crap with the DotP engines. :P
That's a relief because now I know it doesn't depend on how I coded transform. On the other hand, it's yet another example of developers' carelessness... oh well, I think I'll keep Kruin Outlaw / Terror of Kruin Pass rather than Hinterland Hermit / Hinterland Scourge, because it's much better. When it's all ready, I'll post on the "known bugs" to avoid using Enlarge or similar cards with Kruin Outlaw / Terror of Kruin Pass in the same deck.
EDIT: I think that my problem is still connected to transform: the AI can cheat on either characteristic even when there's only one. :(
I'm curious about how BloodReyvyn did the testing... when I read his report, I was in doubt with my test. so,

here's my test creature static ability:
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Must be blocked if able, can't be blocked except by two or more creatures.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="8">
    local characteristics = EffectSource():GetCurrentCharacteristics()
    characteristics:Bool_Set( CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE, 1 )
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="8">
    local characteristics = EffectSource():GetCurrentCharacteristics()
    characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_BLOCKED_EXCEPT_BY_TWO_OR_MORE_CREATURES, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
an here's a screenshot:
Image

As far as I'm concerned, it works has it should. no strange behaviors encountered so far.
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Re: Formal Request Thread

Postby BloodReyvyn » 25 Jul 2013, 20:36

gorem2k wrote:
thefiremind wrote:
BloodReyvyn wrote:As far as the test request, I added those two abilities to a Watchwolf for testing purposes. Not only does the AI block with only one creature most of the time, but if I cast Irresistible Prey on it, the AI will sometimes choose not to block at all. Maybe redundant instances of the ability will cancel each other out or one ability supersedes another depending on when it's played? Dunno, it's weird, but we always find weird crap with the DotP engines. :P
That's a relief because now I know it doesn't depend on how I coded transform. On the other hand, it's yet another example of developers' carelessness... oh well, I think I'll keep Kruin Outlaw / Terror of Kruin Pass rather than Hinterland Hermit / Hinterland Scourge, because it's much better. When it's all ready, I'll post on the "known bugs" to avoid using Enlarge or similar cards with Kruin Outlaw / Terror of Kruin Pass in the same deck.
EDIT: I think that my problem is still connected to transform: the AI can cheat on either characteristic even when there's only one. :(
I'm curious about how BloodReyvyn did the testing... when I read his report, I was in doubt with my test. so,

here's my test creature static ability:
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Must be blocked if able, can't be blocked except by two or more creatures.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="8">
    local characteristics = EffectSource():GetCurrentCharacteristics()
    characteristics:Bool_Set( CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE, 1 )
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="8">
    local characteristics = EffectSource():GetCurrentCharacteristics()
    characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_BLOCKED_EXCEPT_BY_TWO_OR_MORE_CREATURES, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
an here's a screenshot:
Image

As far as I'm concerned, it works has it should. no strange behaviors encountered so far.
I screwed up my ability copy/pasting. Forgot to change the layer to 8, so yeah after changing it it does work. On a good note apparently the game just completely ignores abilities in the wrong layer. :oops:
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Re: Formal Request Thread

Postby natfernat » 25 Jul 2013, 21:42

hello this is my first time and my english a bit bad i tried to make a letter but i am not able someone could do MAnaweft Sliver thank you so much for everything
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Re: Formal Request Thread

Postby BloodReyvyn » 25 Jul 2013, 22:16

Since it is so close to Gemhide Sliver, the code wad practically the same except for filtering out just your slivers.

Didn't come up on tfm's generator though, which I find a little odd... anyways, I suggest changing multiverse id and the other matching numbers to something unique. I changed it to my prefix (972), so as long as you use something else there you should be ok.

Code: Select all
<?xml version="1.0"?>
<CARD_V2>
  <FILENAME text="MANAWEFT_SLIVER_97220001" />
  <CARDNAME text="MANAWEFT_SLIVER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Manaweft Sliver]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="97220001" />
  <ARTID value="97220001" />
  <ARTIST name="Trevor Claxton" />
  <CASTING_COST cost="{1}{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“I see in their interconnectedness a strange embodiment of the natural order.”
—Dionus, evish archdruid]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Sliver" />
  <EXPANSION value="M14" />
  <RARITY metaname="U" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Slivers creatures you control have “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Slivers creatures you control have “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Slivers creatures you control “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
    <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_SLIVER )
      filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    </FILTER>
    <CONTINUOUS_ACTION layer="8" filter_id="0">
      if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:GrantAbility(1)
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY resource_id="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <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: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 )
      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>
  <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" />
  <SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="600" zone="ZONE_IN_PLAY" />
</CARD_V2>
Obviously requires Riiak's mana functions to work. :)
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Re: Formal Request Thread

Postby drleg3nd » 25 Jul 2013, 22:17

hey guys would someone be so kind and help me with these cards:
festering newt
bogbrew witch
bubbling cauldron
dark prophecy

i would've set up xml but web generator cannot find these cards..thx
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Re: Formal Request Thread

Postby thefiremind » 25 Jul 2013, 22:29

BloodReyvyn wrote:Didn't come up on tfm's generator though, which I find a little odd...
drleg3nd wrote:i would've set up xml but web generator cannot find these cards
thefiremind wrote:the main source is Gatherer, so if it's down for maintenance, all the searches will fail.
The maintenance seems to be ended, so if you want to give them another shot... :roll:
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Re: Formal Request Thread

Postby j6m6w6 » 25 Jul 2013, 22:53

quick question, when i paste code into a blank .txt its indenting a bit. im not sure if thats an issue, but when i then save with UTF-8, and change file type to.XML if i try to open it normally in explorer none of the code is showing. im just using notepad.
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Re: Formal Request Thread

Postby Xander9009 » 25 Jul 2013, 23:02

j6m6w6 wrote:quick question, when i paste code into a blank .txt its indenting a bit. im not sure if thats an issue, but when i then save with UTF-8, and change file type to.XML if i try to open it normally in explorer none of the code is showing. im just using notepad.
You'd be much, much better off using Notepad++. Anyway, the indentation is intentional for us to read them more easily. The game will completely ignore the indentation and spacing; 1 space or 50 or tab are all the same as far as the game is concerned. The code should be showing. Since it's not, there might be an issue. But, I'm not sure, since I never use Internet Explorer or even try to open my files in any web browser. Do they work if you try to load them in game?
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Re: Formal Request Thread

Postby j6m6w6 » 25 Jul 2013, 23:12

i havent tried it in game yet, just thought id ask before i do that. will report back after i try. thanks!
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