1: No need to apologize, but yes, I had already noticed
Backwoods Survivalists,
Gnarlwood Dryad,
Grim Flayer, and
Crop Sigil. I fixed them this morning when you'd mentioned delirium.
2: I'll get all of the cards you uploaded marked as completed in a few minutes. Nice work.

3: I'll figure out the art issues tonight. I've got three other cards I've been intending to fix with the same sort of issue, anyway.
4: I'll go ahead and fix and add
Prying Questions and
Ruthless Disposal. As for what's wrong with them...
Prying Questions- Code from your link. | Open
- Code: Select all
<RESOLUTION_TIME_ACTION>
local Player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if Player ~= nil then
filter:SetZone( ZONE_HAND, Player)
Player:ChooseItem("CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_LIBRARY", EffectDC():Make_Targets(1) )
local target_card = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target_card ~= nil then
target_card:PutOnTopOfLibrary()
end
Player:LoseLife(3)
end
</RESOLUTION_TIME_ACTION>
You're asking the player to choose an item and trying to work with their decision in a single RESOLUTION_TIME_ACTION block. It needs split up into two blocks because their decision isn't available in the same block where they make the choice.
- Fixed code | Open
- Code: Select all
<RESOLUTION_TIME_ACTION>
local Player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if Player ~= nil then
filter:SetZone( ZONE_HAND, Player)
Player:ChooseItem("CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_LIBRARY", EffectDC():Make_Targets(1) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local Player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if Player ~= nil then
local target_card = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target_card ~= nil then
target_card:PutOnTopOfLibrary()
end
Player:LoseLife(3)
end
</RESOLUTION_TIME_ACTION>
Ruthless Disposal: While I haven't checked the code thoroughly (I'll test it before adding it), I do see that the <UTILITY_ABILITY> tag is missing the text: qualifier="Additional". It should read: <UTILITY_ABILITY qualifier="Additional">
Another issue I see here is the definitions and compartments. First up, what's
not technically a problem: The definition and compartments don't match. This in itself will not cause problems, but it doesn't make it a bit harder to read when looking through the code, which in turn makes it a bit difficult to quickly check if anything is overlapping.
Second, what
is a problem: The costs are using the same definition IDs as each other, and the same is true for the compartment IDs. They're also using the same definition ID as the target in the next ability. While there are some subtle things going on here that
could be done where they can safely overlap and what-not, generally (and in this case definitely) you should avoid any overlaps. From top to bottom, just go through and change the definition ID and compartment ID of the first cost to 0 (including the ID in the COST_DEFINITION block). Then change the next cost's IDs to 1. Then change the target's IDs to 2. This way, nothing overlaps. Even if you had the qualifier in teh UTILITY_ABILITY tag, it still wouldn't work because both costs are trying to read the same COST_DEFINITION blocks.
Here's the code with those two fixes but without the localized text. Note that because the compartment the target is in was changed to 2
local target = EffectDC():Get_Targets(0):Get_CardPtr(i)
changed to
local target = EffectDC():Get_Targets(2):Get_CardPtr(i)
- Fixed Ruthless Disposal | Open
- Code: Select all
<UTILITY_ABILITY qualifier="Additional">
-- LOCALIZED TEXT --
<COST type="Sacrifice" definition="0" compartment="0" query_tag="CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
</COST_DEFINITION>
<COST type="Discard" definition="1" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
<COST_DEFINITION id="1">
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController() )
</COST_DEFINITION>
</UTILITY_ABILITY>
<SPELL_ABILITY>
-- LOCALIZED TEXT --
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_13_13" definition="2" compartment="2" count="2" up_to="1" />
<TARGET_DEFINITION id="2">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<CONTINUOUS_ACTION layer="7C">
for i = 0, (1) do
local target = EffectDC():Get_Targets(2):Get_CardPtr(i)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Power_Add( -13 )
characteristics:Toughness_Add( -13 )
end
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</SPELL_ABILITY>
Like I said, I'll go ahead and add these two, so you don't need to worry about them. But there they are if you want to see the issues.