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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by RiiakShiNal » 15 Aug 2013, 21:04
That is because you have an invalid XML format (you closed an ACTIVATED_ABILITY twice (it even told you what line [69] and position in the line [5] to look at):
- Code: Select all
...
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
</ACTIVATED_ABILITY>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
...
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Re: Formal Request Thread
by drleg3nd » 16 Aug 2013, 03:37
ok I really don't know what im doing wrong with this card..i took off the 2nd activated ability but still no good.
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="HIDDEN_STRINGS_812369021" />
<CARDNAME text="HIDDEN_STRINGS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hidden Strings]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fils cachés]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hilos ocultos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verborgene Fäden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fili Nascosti]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[見えざる糸]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[숨겨진 끈]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Тайные Нити]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hidden Strings]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812369021" />
<ARTID value="812369021" />
<ARTIST name="Daarken" />
<CASTING_COST cost="{1}{U}" />
<TYPE metaname="Sorcery" />
<EXPANSION value="DGM" />
<RARITY metaname="C" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez engager ou dégager le permanent ciblé, puis engager ou dégager un autre permanent ciblé.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes girar o enderezar el permanente objetivo, luego puedes girar o enderezar otro permanente objetivo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst eine bleibende Karte deiner Wahl tappen oder enttappen, dann kannst du eine andere bleibende Karte deiner Wahl tappen oder enttappen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi TAPpare o STAPpare un permanente bersaglio, poi puoi TAPpare o STAPpare un altro permanente bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[パーマネント1つと、他のパーマネント1つを対象とする。あなたはその前者をタップまたはアンタップしてもよく、その後、その後者をタップまたはアンタップしてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[지속물 한 개를 목표로 정한다. 당신은 그 지속물을 탭하거나 언탭할 수 있다. 그 후 다른 지속물 한 개를 목표로 정한다. 당신은 그 지속물을 탭하거나 언탭할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете повернуть или развернуть целевой перманент, затем вы можете повернуть или развернуть другой целевой перманент.Шифр]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
TFM_FilterPermanents(filter)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_YES")
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_NO")
player:AskMultipleChoiceQuestion("TFM_CARD_QUERY_TAP_OR_UNTAP_THIS_PERMANENT", target)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil and player:GetMultipleChoiceResult() == 0 then
if target:IsTapped() then
target:Untap()
else
target:Tap()
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_NEUTRAL" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" 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 type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
TFM_FilterPermanents(filter)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_YES")
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_NO")
player:AskMultipleChoiceQuestion("TFM_CARD_QUERY_TAP_OR_UNTAP_THIS_PERMANENT", target)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil and player:GetMultipleChoiceResult() == 0 then
if target:IsTapped() then
target:Untap()
else
target:Tap()
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_NEUTRAL" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" 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 type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<SPELL_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cipher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cryptage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cifrar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Chiffrieren]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cifrare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[暗号]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[암호문]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Шифр]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cifrar]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_CONTROLLER, OP_IS, EffectController() )
if EffectSource():IsToken() == false then
EffectController():ChooseItem( "CARD_QUERY_CHOOSE_A_CARD_TO_ENCODE_ONTO", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local cipherDC = EffectDC():Get_Targets(1)
if cipherDC ~= nil then
local chosenCard = cipherDC:Get_CardPtr(0)
if chosenCard ~= nil then
local effectSource = EffectSource()
if (effectSource ~= nil) then
effectSource:Exile()
effectSource:NailOnto(chosenCard)
LinkedDC():Set_CardPtr(0, effectSource)
end
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6">
local chosenCardDC = EffectDC():Get_Targets(1)
if chosenCardDC ~= nil then
local chosencard = chosenCardDC:Get_CardPtr(0)
if chosencard ~= nil then
local characteristics = chosencard:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
chosencard:AddScore(200)
end
end
</CONTINUOUS_ACTION>
<DURATION>
if LinkedDC():Get_CardPtr(0) ~= nil then
local chosenCardDC = EffectDC():Get_Targets(1)
if chosenCardDC ~= nil and chosenCardDC:Get_CardPtr(0) ~= nil then
return false
end
end
return true
</DURATION>
</SPELL_ABILITY>
</CARD_V2>
Re: Formal Request Thread
by sumomole » 16 Aug 2013, 04:20
This is a sorcery, don't use activated abilities, try this.drleg3nd wrote:ok I really don't know what im doing wrong with this card..i took off the 2nd activated ability but still no good.
- | Open
- Code: Select all
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" dependency="1" />
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="1" compartment="1" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
</TARGET_DEFINITION>
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
local first_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
if first_card ~= nil then
filter:Add( FE_CARD_INSTANCE, OP_NOT, first_card )
end
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local player = EffectController()
local parity = n % 2
if n < 4 then
local target = EffectDC():Get_Targets(n/2):Get_CardPtr(0)
if target ~= nil then
if parity == 0 then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PERMANENT_TAP" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PERMANENT_UNTAP" )
player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_TAP_OR_UNTAP", target )
else
local result = player:GetMultipleChoiceResult()
if result == 0 then
target:Tap()
elseif result == 1 then
target:Untap()
end
end
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
Last edited by sumomole on 16 Aug 2013, 04:57, edited 1 time in total.
-
sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
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Re: Formal Request Thread
by MC Brodie » 16 Aug 2013, 04:32
For one the tap/untap target permanent is a <SPELL_ABILITY> not an <ACTIVATED_ABILITY>. Although it was an activated ability in the card you got the code from, this card is a sorcery. In the filter block I don't think you need to filter out the EffectSource() since since this card won't be a permanent on the battlefield but in the end that shouldn't cause you problems. You could remove this line:
In the end, I am not entirely sure on how to code this card. The way the card reads, you choose 1 target then tap/untap the permanent, then you choose another target and tap/untap the second permanent. I couldn't figure out how to choose the targets in two steps. In all my versions you would choose 2 targets and are then asked to tap/untap those permanents. I don't know if this matters or not. Then again this may be the way the card should be work.
Edit: Or, just do what sumomole said
. I've seen the GetActionRepCount() and parity thing in a couple of cards but was never sure on what it did. AFter looking at it again, I see its the repetition count on a repeating Resolution_Time_Action which would answer my question above. Thanks sumomole
- Code: Select all
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
In the end, I am not entirely sure on how to code this card. The way the card reads, you choose 1 target then tap/untap the permanent, then you choose another target and tap/untap the second permanent. I couldn't figure out how to choose the targets in two steps. In all my versions you would choose 2 targets and are then asked to tap/untap those permanents. I don't know if this matters or not. Then again this may be the way the card should be work.
Edit: Or, just do what sumomole said

-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by drleg3nd » 16 Aug 2013, 05:54
thx guys,will try it out and let you know how it works
Re: Formal Request Thread
by Zarroc » 16 Aug 2013, 13:47
Hey guys
can anybody help me with Glimpse of Nature? I implemented "Whenever you cast a creature spell,..., draw a card" as a TRIGGERED_ABILITY but i have absoluteloy no idea how to check if Glimpse of Nature was cast this turn.
can anybody help me with Glimpse of Nature? I implemented "Whenever you cast a creature spell,..., draw a card" as a TRIGGERED_ABILITY but i have absoluteloy no idea how to check if Glimpse of Nature was cast this turn.
Re: Formal Request Thread
by MC Brodie » 16 Aug 2013, 14:00
Try having the spell ability activate a delayed trigger that lasts until EOT
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by Zarroc » 16 Aug 2013, 14:51
Thanks for your reply but i'm new to modding dotp so i don't know how to implement a delayed trigger can you give me an example pls? 

Re: Formal Request Thread
by MC Brodie » 16 Aug 2013, 15:14
Search this thread for "CreateDelayedTrigger" and it should give you a few examples.
Alternatively, I'd suggest to download a bunch of cards from the experienced modders and use Riiak's Deck Builder. You can do an advanced search of the xmls without having to unpack all of the wads. His deck builder is very helpful in making cards.
Alternatively, I'd suggest to download a bunch of cards from the experienced modders and use Riiak's Deck Builder. You can do an advanced search of the xmls without having to unpack all of the wads. His deck builder is very helpful in making cards.
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by BloodReyvyn » 16 Aug 2013, 15:56
Started making one of the cards from the new "Theros" set spoilers, but I was very unsure about this ability and am not sure if it is meant to be a subtype, supertype, type, or something else...
- Polukranos, World Eater (Untested) | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="POLUKRANOS_WORLD_EATER_973001" />
<CARDNAME text="POLUKRANOS_WORLD_EATER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Polukranos, World Eater]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="973001" />
<ARTID value="973001" />
<ARTIST name="Johann Bodin" />
<CASTING_COST cost="{2}{G}{G}" />
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Hydra" />
<EXPANSION value="M12" />
<RARITY metaname="M" />
<POWER value="5" />
<TOUGHNESS value="5" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)]]></LOCALISED_TEXT>
<COST mana_cost="{X}{X}{G}" type="Mana" />
<AVAILABILITY>
if TriggerObject():GetSuperType():Test(SUPERTYPE_MONSTROUS) ~= true then
return true
else
return false
end
</AVAILABILITY>
<RESOLUTION_TIME_ACTION>
if EffectController() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), GetEffectX() )
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="4">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local subtype = characteristics:SuperType_GetWritable()
subtype:Add( SUPERTYPE_MONSTROUS )
end
</CONTINUOUS_ACTION>
<DURATION>
return (EffectDC():Get_Targets(0):Get_CardPtr(0) == nil)
</DURATION>
<TARGET tag="CARD_QUERY_CHOOSE_DEAL_1_DAMAGE" definition="0" compartment="0" count=GetEffectX() damage_assignment="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local source = EffectSourceLKI()
local targetDC = EffectDC():Get_Targets(0)
for i=0,(GetEffectX() - 1) do
local target_creature = targetDC:Get_CardPtr(i)
local damage = targetDC:Get_Assignment(i)
if ( target_creature ~= nil ) then
source:DealDamageTo(damage, target_creature)
target_creature:DealDamageTo(target_creature:GetCurrentCharacteristics():Power_Get(), EffectSource() )
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Those creatures deal damage equal to their power to Polukranos.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<SFX text="COMBAT_BITE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BITE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Last edited by BloodReyvyn on 16 Aug 2013, 15:59, edited 1 time in total.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
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Re: Formal Request Thread
by Zarroc » 16 Aug 2013, 15:59
I'm already using riiaks deckbuilder(great tool!) and I used the filters to find similar cards but that only helped me with the first part. I will test creating a delayed trigger when I'm at homeMC Brodie wrote:Search this thread for "CreateDelayedTrigger" and it should give you a few examples.
Alternatively, I'd suggest to download a bunch of cards from the experienced modders and use Riiak's Deck Builder. You can do an advanced search of the xmls without having to unpack all of the wads. His deck builder is very helpful in making cards.

Re: Formal Request Thread
by thefiremind » 16 Aug 2013, 16:13
I'd like to read the rulings in order to be sure (too bad we can't yet) but according to me, it's not a type or anything like that, I think it's more of a status, something that doesn't affect the card in any way other than the abilities that care about it. You could use a LinkedDC register as a flag (remember to add linked_ability_group="1" to the abilities that read or write it):BloodReyvyn wrote:Started making one of the cards from the new "Theros" set spoilers, but I was very unsure about this ability and am not sure if it is meant to be a subtype, supertype, type, or something else...
- Code: Select all
LinkedDC():Set_Int(0, 1) -- becomes monstrous
- Code: Select all
if LinkedDC():Get_Int(0) ~= 1 then
-- it isn't monstrous
end
Of course this approach won't be enough in case there are cards that make other cards monstrous.
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Re: Formal Request Thread
by RiiakShiNal » 16 Aug 2013, 16:32
That approach also won't work properly if other cards need to check a card to see if it is "monstrous" as LinkedDC() is only accessible on a single card (can't be checked from other cards), if you are going to need to check it from a different card then you are probably going to need a more expansive workaround like my ObjectDC functions, my Characteristics functions, or you could always make your own system.
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Re: Formal Request Thread
by BloodReyvyn » 16 Aug 2013, 16:40
Kinda figured it would be something like that.
However, unless it conflicts with some other rules using Supertype or subtype would not be a terrible approximation if only that it would be easy to check "monstrous status" or even filter "monstrous" cards with new cards as they come out without having to touch code in existing cards. I used Supertype because I thought it would be cool to have a card that was a Monstrous Legendary Creature.
However, unless it conflicts with some other rules using Supertype or subtype would not be a terrible approximation if only that it would be easy to check "monstrous status" or even filter "monstrous" cards with new cards as they come out without having to touch code in existing cards. I used Supertype because I thought it would be cool to have a card that was a Monstrous Legendary Creature.

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Re: Formal Request Thread
by RiiakShiNal » 16 Aug 2013, 17:36
Well, without seeing the rulings we are still just guessing about what "monstrous" is, so it very well could be a Super- or Sub-Type. If so then that would definitely alleviate the issues with needing to use a LinkedDC() or ObjectDC workaround.
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