Re: Formal Request Thread
I thought about that too, but then I re-read the first post and understood that he wanted card requests here, too, so he could index them in the first post. It's not a bad idea, the only problem is convincing everyone to stop using the other thread for DotP2014.gorem2k wrote:I think Master Necro made this thread for reference in simplifying code mechanics.
Supporting more abilities for auto-completion was on my plans since the first day. The problem is that I started with abilities for which I always give the full localised text which is supposed to replace the original, while some abilities would need to discover something useful from the original localised text, use the information for the ability, and keep the localised text unchanged. I need to find a way to make the 2 different approaches live together. But either I mod, or I update my generator... I can't do both at once.gorem2k wrote:I thought about an idea this morning; would be nice if thefiremind web generator would include them when there's a need for it. this would save us time. but then, the tool is already priceless.
It doesn't work because it's a mix of DotP2013 and DotP2014 syntax. You had better starting from DotP2014 cards without even looking at DotP2013 examples, at least for the first cards you code for the new game. I'll provide some code soon.BloodReyvyn wrote:I tried to make Korlash, Heir to Blackblade and I am obviously failing at something since it (a) allows me to discard any card from my hand and (b) acts like it is activating an ability, but nothing happens when it resolves.
EDIT: This is the cost part for grandeur:
- Code: Select all
<COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController() )
filter:Add( FE_CARD_NAME, OP_IS, Object() )
</COST_DEFINITION>
Remember that this will use register #1 because it says compartment="1", so don't use register #1 inside the ability (or change the tag so that it uses another one, if you like).
The resolution of the grandeur ability for Korlash can be made starting from Explosive Vegetation:
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<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
local effectController = EffectController()
filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
filter:SetZone( ZONE_LIBRARY, effectController )
effectController:SetItemCount( 2 )
for i = 0, (2-1) do
effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
end
effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
for i = 0,(2-1) do
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
target_card:PutOntoBattlefieldTapped( EffectController() )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
EffectController():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>
I'd wait for someone else to answer this... for example, sumomole should be able to tell you if you can make it "DotP2013 Cloudpost style" given that he discovered this:BloodReyvyn wrote:On an unrelated note, I was going to try to make Cabal Coffers but I am unsure of how to approach that one. Is there a better way to do this in D14 or am I going to have to make mana tokens to get it to work?
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