Re: Formal Request Thread
Could you also make fake cards using the same coding to make cards that are completely fanmade?
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That's too bad it didn't work. In that case, try this one.enfilade wrote:I couldn't get the ability to trigger at all with your code, but I was missing the FilterCard() and filter_id="0". Adding those 2 back in and switching to the 'battalion' code off Boros Elite brings it back to the whole triggering while attacking alone. Upon testing other battalion cards it seems they all trigger every attack regardless of the number of creatures attacking with them. As to the unblockable by tokens, I figured I'd work on that piecemeal as clearly I have a lot to learn![]()
here is the 'all attacks' code:
- | Open
Yes. The game doesn't care whatsoever if the cards are actual ones or not. The biggest issue is simply finding art for them. They work exactly the same as any other card, though.LycaNinja wrote:Could you also make fake cards using the same coding to make cards that are completely fanmade?
Battalion isn't worded with an intervening if, so the check should be made only on the trigger condition:Xander9009 wrote:It wasn't working because I forgot to check the filter. (FE_IS_ATTACKING, OP_IS, true) doesn't need OP_IS. (FE_IS_ATTACKING, true) is all that's needed. Having the extra bit makes it wrong and the computer doesn't know how to handle it. After that it triggered. I also forgot to change FilterSource() to FilteredCard() like I mentioned. With those changes, the card is now tested and working.
...
<TRIGGER value="ATTACKING" simple_qualifier="self">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_IS_ATTACKING, true )
return filter:CountStopAt(3) == 3
</TRIGGER>
<FILTER filter_id="0">
...That card is empty and won't do anything.LycaNinja wrote:Can someone please putin an XML file, have its picture as a TDX file and put it, along with the attachment here into a WAD because I've tried everything I can.
- Orzhov Charm Code | Open
Ah, that's good to know. I always thought the intervening if was just a programming convenience. I hadn't realized it was related to an actual 'if' on a card. I also thought the intervening if would fire immediately, making the removed attackers irrelevant because the int_if would already returned true. So, some updated code:thefiremind wrote:Battalion isn't worded with an intervening if, so the check should be made only on the trigger condition:Xander9009 wrote:It wasn't working because I forgot to check the filter. (FE_IS_ATTACKING, OP_IS, true) doesn't need OP_IS. (FE_IS_ATTACKING, true) is all that's needed. Having the extra bit makes it wrong and the computer doesn't know how to handle it. After that it triggered. I also forgot to change FilterSource() to FilteredCard() like I mentioned. With those changes, the card is now tested and working.This makes a difference if one of the attacking creatures is removed before resolution taking the count below 3: with your code, battalion wouldn't kick in. INTERVENING_IF should be used only when the text says "Whenever ..., if ..., ..." (that condition between commas is the so-called "intervening if").
- Code: Select all
...
<TRIGGER value="ATTACKING" simple_qualifier="self">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_IS_ATTACKING, true )
return filter:CountStopAt(3) == 3
</TRIGGER>
<FILTER filter_id="0">
...
How is it "empty"? It's the code for Orzhov Charm...Xander9009 wrote:That card is empty and won't do anything.LycaNinja wrote:Can someone please putin an XML file, have its picture as a TDX file and put it, along with the attachment here into a WAD because I've tried everything I can.
- Orzhov Charm Code | Open
Yes, that should work good.Xander9009 wrote:Does that look better?
It's the text for Orzhov Charm, the code still needs to be added.LycaNinja wrote:How is it "empty"? It's the code for Orzhov Charm...
Oh... Can someone do it properly then? I did add the others to the custom in my own files, but I want them in a simple WAD for my friend and any others to easily drag and drop to use the deck.thefiremind wrote:Yes, that should work good.Xander9009 wrote:Does that look better?
Actually, the INTERVENING_IF block has really been invented for convenience: the "intervening if" clauses require the condition to be checked both on trigger and on resolution, and with that block you need to write the condition only once in your code. Previous DotP games didn't have that.It's the text for Orzhov Charm, the code still needs to be added.LycaNinja wrote:How is it "empty"? It's the code for Orzhov Charm...
here you go:LycaNinja wrote:Can someone please putin an XML file, have its picture as a TDX file and put it, along with the attachment here into a WAD because I've tried everything I can.
- Orzhov Charm Code | Open
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="8">
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
So that happens even with cards that don't transform? Then I think it's an engine problem. The strange thing is that Enlarge works... it seems as if it works only when it's limited by a duration and/or granted by another card... anyway I lost already too much time on those blocking restrictions, I won't start further tests anytime soon.Master Necro wrote:I have a bit of a problem with "must be blocked if able ability" creatures DO block a creature with this ability automatically BUT than they change their blocks. So if someone could look at the code I would be grateful.Maybe adding some duration?
- Code: Select all
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="8">
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AMASS_THE_COMPONENTS_17270988" />
<CARDNAME text="AMASS_THE_COMPONENTS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Amass the Components]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17270988" />
<ARTID value="A270988" />
<ARTIST name="Matt Stewart" />
<CASTING_COST cost="{3}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“I knew I'd find a use for all that newt spittle!”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Sorcery" />
<EXPANSION value="DPI" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Draw three cards, then put a card from your hand on the bottom of your library.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(3)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController())
EffectController():SetItemCount( 1 )
for i = 0,(1) do
EffectController():SetItemPrompt (i, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
end
EffectController():ChooseItems( EffectDC():Make_Targets(1) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
for i = 0,(1) do
local target_card = EffectDC():Get_Targets(1):Get_CardPtr(i)
if target_card ~= nil then
target_card:PutOnBottomOfLibrary()
end
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
</CARD_V2><?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="WINGCRAFTER_17239979" />
<CARDNAME text="WINGCRAFTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Wingcrafter]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17239979" />
<ARTID value="A239979" />
<ARTIST name="Matt Stewart" />
<CASTING_COST cost="{U}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" />
<SUB_TYPE metaname="Wizard" />
<EXPANSION value="DPI" />
<RARITY metaname="C" />
<POWER value="1" />
<TOUGHNESS value="1" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Association d’âmes |(Vous pouvez associer cette créature à une autre créature dissociée quand l’une d’elles arrive sur le champ de bataille. Elles restent associées tant que vous les contrôlez toutes les deux.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Unir almas. |(Puedes emparejar esta criatura con otra criatura no emparejada cuando cualquiera de ellas entre al campo de batalla. Permanecen emparejadas mientras controles ambas criaturas.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Seelengebunden |(Du kannst diese Kreatur an eine andere nicht gebundene Kreatur binden, wenn eine von beiden ins Spiel kommt. Sie bleiben verbunden, solange du die Kontrolle über beide Kreaturen hast.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Unione d’anime |(Puoi abbinare questa creatura a un’altra creatura non abbinata quando una delle due entra nel campo di battaglia. Restano abbinate fintanto che le controlli entrambe.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[結魂 (このクリーチャーか他のまだ組になっていないクリーチャーが戦場に出たとき、あなたはそれらを組にしてもよい。 それらのクリーチャーは、あなたがその両方をコントロールし続けるかぎり組である。)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영혼결속 (이 생물이 전장에 들어올 때, 당신은 이 생물을 짝이 없는 생물과 짝지을 수 있다. 그 생물들은 당신이 두 생물 모두를 조종하는 한 짝으로 남는다.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Духовная связь |(Вы можете образовать пару между этим существом и другим существом без пары, когда одно из них выходит на поле битвы. Они остаются в паре, пока оба находятся под вашим контролем.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Elo espiritual |(Você pode emparelhar esta criatura com outra criatura não emparelhada quando uma delas entrar no campo de batalha. Elas permanecem emparelhadas enquanto você controlar ambas.)|]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD">
return (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) and EffectSource():GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_PHASING ) == false)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil and EffectSource():GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_PHASING ) == false and EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) and EffectSource():GetController() == EffectController()) then
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
filter:Add( FE_CHARACTERISTIC, OP_NOT, CHARACTERISTIC_PHASING )
if TriggerObject() ~= EffectSource() then
filter:Add( FE_CARD_INSTANCE, OP_IS, TriggerObject() )
else
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
end
EffectController():ChooseItem ("CARD_QUERY_CHOOSE_CREATURE_TO_PAIR", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
RSN_ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_PAIRED, target)
RSN_ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_SOULBOND, EffectController())
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As long as Wingcrafter is paired with another creature, both creatures have flying.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
local pairedCard = RSN_ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_PAIRED)
if EffectSource() ~= nil and pairedCard ~= nil then
pairedCard:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_PHASING, 1 )
EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_PHASING, 1 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7C">
local pairedCard = RSN_ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_PAIRED)
if EffectSource() ~= nil and pairedCard ~= nil then
pairedCard:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_FLYING, 1 )
EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_FLYING, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="ABILITY_RESOLVED">
if EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) and RSN_ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_PAIRED) == nil then
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
local numCards = filter:EvaluateObjects()
for i=0,(numCards-1) do
local card = filter:GetNthEvaluatedObject(i)
if card ~= nil and RSN_GetObjectDC( card, false ) ~= nil then
local pairedCard = RSN_GetObjectDC( card, false ):Get_CardPtr(COMPARTMENT_ID_OBJ_PAIRED)
if pairedCard ~= nil and pairedCard == EffectSource() then
RSN_ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_PAIRED, card)
RSN_ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_SOULBOND, EffectController())
return true
end
end
end
end
return false
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" />
<TRIGGER value="ABILITY_RESOLVED">
local pairedCard = RSN_ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_PAIRED)
local player = RSN_ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_SOULBOND)
if pairedCard ~= nil and player ~= nil then
return (pairedCard:GetController() ~= player or EffectSource():GetController() ~= player or pairedCard:GetCardType():Test( CARD_TYPE_CREATURE ) == false or EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) == false)
end
return false
</TRIGGER>
<TRIGGER value="SPELL_RESOLVED">
local pairedCard = RSN_ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_PAIRED)
local player = RSN_ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_SOULBOND)
if pairedCard ~= nil and player ~= nil then
return (pairedCard:GetController() ~= player or EffectSource():GetController() ~= player or pairedCard:GetCardType():Test( CARD_TYPE_CREATURE ) == false or EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) == false)
end
return false
</TRIGGER>
<TRIGGER value="PLAYER_LOSES_GAME">
local player = RSN_ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_SOULBOND)
if player ~= nil then
return TriggerPlayer() == player
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_PAIRED, nil)
RSN_ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_SOULBOND, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_TITLE_SOULBOND" body="MORE_INFO_BODY_SOULBOND" zone="ZONE_ANY" />
<SFX text="COMBAT_BLUE_MAGIC_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUE_MAGIC_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="750" zone="ZONE_BATTLEFIELD" />
</CARD_V2>Well, the main problem with Forced Adaptation would be that this is coded as a DotP 2013 card not a DotP 2014 card, Enchant Creature is done differently between the two versions. I'm not even going to bother looking at the rest of it because it is too hard to read when it is not in a [code][/code] blocknatfernat wrote:Hi I have a problem not fucciona the card in a few words come out in the game but does not fire the ability goes directly to the cemetery that fault suppose i'm
FORCED_ADAPTATION
<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 oFilter = ClearFilter()
oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local oTarget = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ((oTarget ~= nil) and (EffectSource() ~= nil)) then
EffectSource():Attach( oTarget )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_NEUTRAL" />
</SPELL_ABILITY>You have the same problem here. You can't just take DotP 2013 cards and reuse them in DotP 2014, they have to be updated and in some cases completely re-coded.natfernat wrote:Another card that i can withstand is Ghoulcaller's Chant