Card Contributions
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Card Contributions
by friarsol » 26 Mar 2012, 14:45
.moomarc wrote:You will also use AB for the executed ability of a trigger. Other than that every subability should be a DB (and a DB will never be the base ability).
This isn't true, and in some cases the AI won't test the ability if it doesn't start with a DB off of a Trigger. This is especially important for ETB abilities.
.squee1968 wrote:I hadn't noticed that I had the links wrong. You should've told me sooner.I was just trying to save you a step so that you didn't have to run the scripts. I can either fix the template that I use to put the /en first, or I can just leave them out. Your call.
I agree with Moomarc here, it's much simpler to leave them out. Automated scripts are there to automate mundane things.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Card Contributions
by moomarc » 26 Mar 2012, 14:49
Thanks Sol. That's my 'something new' for the day.friarsol wrote:This isn't true, and in some cases the AI won't test the ability if it doesn't start with a DB off of a Trigger. This is especially important for ETB abilities.moomarc wrote:You will also use AB for the executed ability of a trigger. Other than that every subability should be a DB (and a DB will never be the base ability).
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by moomarc » 27 Mar 2012, 06:28
@Squee: I've added Thermal Flux and Temporal Cascade. Haven't added Territorial Dispute though because there's apparently a general problem with CantPlayLand not restricting the human player. Its not a problem with your script, but affects existing cards like Pardic Miner too (because everyone targets themselves with it
) I'm going to have a quick look, but will probably have to leave it to one of skilled devs to fix...
Edit: ...Its beyond my ability. Everything looks right and the only reason I can think of for it not working is if the human isn't set as activator when playing lands which doesn't seem likely. Oh well. Another post for the bug tracker - reported issue 607.

Edit: ...Its beyond my ability. Everything looks right and the only reason I can think of for it not working is if the human isn't set as activator when playing lands which doesn't seem likely. Oh well. Another post for the bug tracker - reported issue 607.
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by squee1968 » 27 Mar 2012, 22:06
Yes, it's the same error, although I note that sometimes the second part of the report shows before the first, if that helps any. I did a fresh install today (14935), and did not add any of my custom cards to res/cardsfolder, and it's still doing the same thing. If it helps any, I will add that sometimes after exiting the application after the crash, nothing happens at all when I click the icon on my desktop. If I end the javaw.exe process in the task manager, the crash reports will return unchanged.Well now, we can't have active scripters without a functioning version... The latest bug report I see from you was from 17 Feb and the detailed error trace starts with "java.lang.ExceptionInInitializerError". Is that the problem still? Have you tried with the latest daily builds (or are you hooked up to svn?) And do you have any unfinished cards in cardsfolder? Sometimes an incomplete or faulty script causes launch issues.
Now just to make sure I have this correct, DB should be used for all non-root abilities that don't have a cost, correct? I think I understand root abilities ok, although I do sometimes use AB instead of SP (and vice-versa) because I seem to sort of gloss over that part when copy/pasting. Just think of them as typos.

It's settled. I will no longer have oracle or set info in my scripts, and they'll continue to be 10 per post, starting as soon as moomarc gives the thumbs up/down on the last card of the batch, tatto ward. I have the next batch waiting, and starting on the batch after that. I will wait until each batch has been gone through before posting the next, so that you have time to do your own things.
Re: Card Contributions
by moomarc » 28 Mar 2012, 05:47
Sorry to keep you waiting. I was convinced I'd done all of them. Tattoo Ward is added.
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by squee1968 » 28 Mar 2012, 10:39
No need for apologies, marc, you're the one doing me a favor by testing, fixing, and adding these scripts, let alone teaching me about Forge. So here's some more favors you can do for me.

- Code: Select all
Name:Thicket Elemental
ManaCost:3 G G
Types:Creature Elemental
Text:no text
PT:4/4
K:Kicker:1 G
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self+kicked | Execute$ ThicketKicker | TriggerDescription$ When CARDNAME enters the battlefield, if it was kicked, you may reveal cards from the top of your library until you reveal a creature card. If you do, put that card onto the battlefield and shuffle all other cards revealed this way into your library.
SVar:ThicketKicker:DB$ DigUntil | Valid$ Creature | ValidDescription$ creature card | FoundDestination$ Battlefield | OptionalDecider$ You | RevealedDestination$ Library | Shuffle$ True
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/thicket_elemental.jpg
End
- Code: Select all
Name:Toxic Stench
ManaCost:1 B
Types:Instant
Text:no text
A:SP$ Pump | Cost$ 1 B | NumAtt$ -1 | NumDef$ -1 | IsCurse$ True | ValidTgts$ Creature.nonblack | ConditionCheckSVar$ X | ConditionSVarCompare$ LE6 | SubAbility$ ToxicDestruction | TgtPrompt$ Select target nonblack creature | RememberTargets$ True | SpellDescription$ Target nonblack creature gets -1/-1 until end of turn. Threshold — If seven or more cards are in your graveyard, instead destroy that creature. It can't be regenerated.
SVar:ToxicDestruction:DB$ Destroy | ValidCards$ Card.IsRemembered | ConditionCheckSVar$ X | ConditionSVarCompare$ GE7 | NoRegen$ True | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Count$InYourYard
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/toxic_stench.jpg
End
- Code: Select all
Name:Trench Gorger
ManaCost:6 U U
Types:Creature Leviathan
Text:no text
PT:6/6
K:Trample
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Any | Destination$ Battlefield | OptionalDecider$ You | Execute$ TrigChangeZone | TriggerDescription$ When CARDNAME enters the battlefield, you may search your library for any number of land cards, exile them, then shuffle your library. If you do, Trench Gorger's power and toughness each become equal to the number of cards exiled this way.
SVar:TrigChangeZone:DB$ ChangeZone | Origin$ Library | Destination$ Exile | ChangeType$ Land | ChangeNum$ X | RememberChanged$ True | SubAbility$ TrenchAnimate
SVar:TrenchAnimate:DB$Animate | Power$ Y | Toughness$ Y | Permanent$ True | SubAbility$ DBCleanUp
SVar:DBCleanUp:DB$ Cleanup | ClearRemembered$ True
SVar:X:Count$TypeInYourLibrary.Land
SVar:Y:Remembered$Amount
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/trench_gorger.jpg
End
- Code: Select all
Name:Tribal Unity
ManaCost:X 2 G
Types:Instant
Text:no text
A:SP$ ChooseType | Cost$ X 2 G | Defined$ You | Type$ Creature | AILogic$ MostProminentInComputerDeck | SubAbility$ TribalPump
SVar:TribalPump:DB$ PumpAll | ValidCards$ Creature.ChosenType | NumAtt$ +X | NumDef$ +X
SVar:X:Count$xPaid
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/tribal_unity.jpg
End
- Code: Select all
Name:Tsabo's Decree
ManaCost:5 B
Types:Instant
Text:no text
A:SP$ ChooseType | Cost$ 5 B | Defined$ You | Type$ Creature | SubAbility$ TsabosDiscard | SpellDescription$ Choose a creature type.
SVar:TsabosDiscard:DB$ Discard | ValidTgts$ Player | Mode$ RevealDiscardAll | DiscardValid$ Creature.ChosenType | SubAbility$ TsabosDestroy | SpellDescription$ Target player reveals his or her hand and discards all creature cards of that type.
SVar:TsabosDestroy:DB$ DestroyAll | ValidCards$ Creature.ChosenType | NoRegen$ True | SpellDescription$ Then destroy all creatures of that type that player controls. They can't be regenerated.
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/tsabos_decree.jpg
End
- Code: Select all
Name:Tuktuk Scrapper
ManaCost:3 R
Types:Creature Goblin Artificer Ally
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TuktukDestroy | TriggerDescription$ Whenever CARDNAME or another Ally enters the battlefield under your control, you may destroy target artifact.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Ally.Other+YouCtrl | TriggerZones$ Battlefield | Execute$ TuktukDestroy | Secondary$ True | TriggerDescription$ Whenever CARDNAME or another Ally enters the battlefield under your control, you may destroy target artifact.
SVar:TuktukDestroy:DB$ Destroy | ValidTgts$ Artifact | TgtPrompt$ Select target artifact | RememberTargets$ True | ForgetOtherTargets$ True | SubAbility$ TuktukDamage | SpellDescription$ If that artifact is put into a graveyard this way,
SVar:TuktukDamage:DB$DealDamage | Defined$ TargetedController | NumDmg$ X | CheckSVar$ Y | SVarCompare$ GE1 | SpellDescription$ CARDNAME deals damage to that artifact's controller equal to the number of Allies you control.
SVar:X:Count$TypeYouCtrl.Ally
SVar:Y:Remembered$Valid Artifact
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/tuktuk_scrapper.jpg
End
- Code: Select all
Name:Undying Flames
ManaCost:4 R R
Types:Sorcery
Text:no text
K:Epic
A:SP$ DigUntil | Cost$ 4 R R | Valid$ Card.nonLand | ValidDescription$ nonland | FoundDestination$ Exile | RevealedDestination$ Exile | RememberFound$ True | SubAbility$ UndyingDamage | SpellDescription$ Exile cards from the top of your library until you exile a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost.
SVar:UndyingDamage:DB$ DealDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player | NumDmg$ X | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Remembered$CardManaCost
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/undying_flames.jpg
SetInfo:SOK|Rare|http://magiccards.info/scans/sok/en/119.jpg
End
- Code: Select all
Name:Ventifact Bottle
ManaCost:3
Types:Artifact
Text:no text
A:AB$ PutCounter | Cost$ X 1 T | CounterType$ CHARGE | CounterNum$ X | SorcerySpeed$ True | SpellDescription$ Put X charge counters on Ventifact Bottle. Activate this ability only any time you could cast a sorcery.
T:Mode$ Phase | Phase$ Main1 | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigGetMana | TriggerDescription$ At the beginning of your precombat main phase, if CARDNAME has a charge counter on it, tap it and remove all charge counters from it. Add {1} to your mana pool for each charge counter removed this way.
SVar:TrigGetMana:DB$ Mana | Produced$ 1 | Amount$ Y | SubAbility$ TrigRemove | CheckSVar$ Y | SVarCompare$ GE1
SVar:TrigRemove:DB$ RemoveCounter | CounterType$ CHARGE | CounterNum$ Y | SubAbility$ DBTap
SVar:DBTap:DB$ Tap | Defined$ Self
SVar:X:Count$xPaid
SVar:Y:Count$CardCounters.CHARGE
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/ventifact_bottle.jpg
End
- Code: Select all
Name:Verdeloth the Ancient
ManaCost:4 G G
Types:Legendary Creature Treefolk
Text:no text
PT:4/7
K:Kicker X
S:Mode$ Continuous | Affected$ Creature.Saproling | AddPower$ 1 | AddToughness$ 1 | Description$ Saproling creatures and other Treefolk creatures get +1/+1.
S:Mode$ Continuous | Affected$ Creature.Treefolk+Other | AddPower$ 1 | AddToughness$ 1 | Secondary$ True | Description$ Other Treefolk creatures get +1/+1.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self+kicked | Execute$ TrigToken | TriggerDescription$ When CARDNAME enters the battlefield, if it was kicked, put X 1/1 green Saproling creature tokens onto the battlefield.
SVar:TrigToken:DB$Token | TokenAmount$ X | TokenName$ Saproling | TokenTypes$ Creature,Saproling | TokenOwner$ You | TokenColors$ Green | TokenPower$ 1 | TokenToughness$ 1
SVar:X:Count$xPaid
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/verdeloth_the_ancient.jpg
SetInfo:INV|Rare|http://magiccards.info/scans/in/en/220.jpg
End
- Code: Select all
Name:Veteran's Armaments
ManaCost:2
Types:Tribal Artifact Soldier Equipment
Text:no text
K:eqPump 2
S:Mode$ Continuous | Affected$ Card.EquippedBy | AddTrigger$ HeroAttack | AddSVar$ HeroBlock
SVar:HeroAttack:Mode$ Attacks | ValidCard$ Card.Self | Execute$ HeroPump | TriggerDescription$ Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."
SVar:HeroBlock:Mode$ Blocks | ValidCard$ Card.Self | Execute$ HeroPump | Secondary$ True | TriggerDescription$ Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."
SVar:HeroPump:DB$ Pump | NumAtt$ X | NumDef$ X
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Soldier | TriggerZones$ Battlefield | Execute$ HeroAttach | OptionalDecider$ You | TriggerDescription$ Whenever a Soldier creature enters the battlefield, you may attach CARDNAME to it.
SVar:HeroAttach:DB$ Attach | Defined$ TriggeredCard
SVar:X:Count$Valid Creature.attacking
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/veterans_armaments.jpg
End
Re: Card Contributions
by moomarc » 28 Mar 2012, 12:58
Some quick feedback at a glance:
Thicket Elemental - looks fine [Added to SVN]
Trench Gorger - might be timing issues, I'll have to test [Added by Sloth]
Tribal Unity - looks fine [Added by Sloth]
Tsabo's Decree - The destroy ability would destroy creatures both players control instead of just the targeted. Should just needs the extra restriction +TargetedPlayerCtrl (implemented a few days ago)
[EDIT: Added to SVN. Needed a bit more tweaking than I thought. Had to use RememberedPlayerCtrl, and have the remembered list cleared at the start (thanks for that workaround Jeff)]
Tuktuk Scrapper - will have issues if more than one ally enters before the ability resolves. Otherwise it looks fine.
Undying Flames - I'm not familiar with Epic spells so I can't really judge at a glance [Added! There was a small issue that you couldn't select a target when you first cast it, althought the subsequent epic triggers were fine and targeting could happen. So I added a utility pump as the base spell whech does the targeting, then the DealDamage uses Defined$Targeted. useful trick when you're able to test scripts again and come across these situations]
Ventifact Bottle - looks alright but I'm not sure if switching the order of the mana production and th removal of the counters will cause rules issues. [Added by Sloth]
Verdeloth the Ancient - Won't work. X costs (and cost objects like Sac<1/Creature> are not supported yet by Kicker, Multikicker or Replicate.
Veteran's Armaments - looks good [Added by Sloth]
Thicket Elemental - looks fine [Added to SVN]
Trench Gorger - might be timing issues, I'll have to test [Added by Sloth]
Tribal Unity - looks fine [Added by Sloth]
Tsabo's Decree - The destroy ability would destroy creatures both players control instead of just the targeted. Should just needs the extra restriction +TargetedPlayerCtrl (implemented a few days ago)
[EDIT: Added to SVN. Needed a bit more tweaking than I thought. Had to use RememberedPlayerCtrl, and have the remembered list cleared at the start (thanks for that workaround Jeff)]
Tuktuk Scrapper - will have issues if more than one ally enters before the ability resolves. Otherwise it looks fine.
Undying Flames - I'm not familiar with Epic spells so I can't really judge at a glance [Added! There was a small issue that you couldn't select a target when you first cast it, althought the subsequent epic triggers were fine and targeting could happen. So I added a utility pump as the base spell whech does the targeting, then the DealDamage uses Defined$Targeted. useful trick when you're able to test scripts again and come across these situations]
Ventifact Bottle - looks alright but I'm not sure if switching the order of the mana production and th removal of the counters will cause rules issues. [Added by Sloth]
Verdeloth the Ancient - Won't work. X costs (and cost objects like Sac<1/Creature> are not supported yet by Kicker, Multikicker or Replicate.
Veteran's Armaments - looks good [Added by Sloth]
Last edited by moomarc on 29 Mar 2012, 12:20, edited 4 times in total.
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by Sloth » 28 Mar 2012, 14:21
I've added Toxic Stench. Thanks squee.squee1968 wrote:No need for apologies, marc, you're the one doing me a favor by testing, fixing, and adding these scripts, let alone teaching me about Forge. So here's some more favors you can do for me.![]()
Timing issues can only arise when a human choice on the battlefield is involved.moomarc wrote:Trench Gorger - might be timing issues, I'll have to test
I don't see any rules problems.moomarc wrote:Ventifact Bottle - looks alright but I'm not sure if switching the order of the mana production and th removal of the counters will cause rules issues.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Card Contributions
by moomarc » 28 Mar 2012, 17:11
Thanks Sloth. I'll add them tomorrow morning if you haven't. And we've just hit 100+ cards added for this release.
Then unrelated, does the new TargetsWithDefinedController supercede the TargetedPlayerCtrl and RememberedPlayerCtrl etc that I've added recently, or do they cover different purposes?

Then unrelated, does the new TargetsWithDefinedController supercede the TargetedPlayerCtrl and RememberedPlayerCtrl etc that I've added recently, or do they cover different purposes?
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by Sloth » 28 Mar 2012, 17:29
I wasn't aware about this at the time of coding, but yes TargetsWithDefinedController has the same purpose. I think your version is fine, but can only be used for spells (correct me if i'm wrong), so there was at least a little gain.moomarc wrote:Then unrelated, does the new TargetsWithDefinedController supercede the TargetedPlayerCtrl and RememberedPlayerCtrl etc that I've added recently, or do they cover different purposes?
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Card Contributions
by moomarc » 28 Mar 2012, 18:05
Well, I'm not actually sure whether it'll just work for spells or not. The only ones I'd come across that needed them were spells, so haven't tested the usage outside. Your solution is definitely cleaner though and covers the different defined types far better than mine (I couldn't for the life of me figure out how to get Triggered types into isValid). My method has to be coded individually for each defined type, but it can be used outside of targeting, so it has its uses as well. (I think I've had to use one in a count svar already)Sloth wrote:I wasn't aware about this at the time of coding, but yes TargetsWithDefinedController has the same purpose. I think your version is fine, but can only be used for spells (correct me if i'm wrong), so there was at least a little gain.moomarc wrote:Then unrelated, does the new TargetsWithDefinedController supercede the TargetedPlayerCtrl and RememberedPlayerCtrl etc that I've added recently, or do they cover different purposes?
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by Sloth » 29 Mar 2012, 11:03
I've just tested this and i couldn't play my Forest from my hand after activating Pardic Miner on me.moomarc wrote:Haven't added Territorial Dispute though because there's apparently a general problem with CantPlayLand not restricting the human player. Its not a problem with your script, but affects existing cards like Pardic Miner too (because everyone targets themselves with it) I'm going to have a quick look, but will probably have to leave it to one of skilled devs to fix...
Edit: ...Its beyond my ability. Everything looks right and the only reason I can think of for it not working is if the human isn't set as activator when playing lands which doesn't seem likely. Oh well. Another post for the bug tracker - reported issue 607.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Card Contributions
by moomarc » 29 Mar 2012, 11:49
Haha! Turns out I'm just an idiotSloth wrote:I've just tested this and i couldn't play my Forest from my hand after activating Pardic Miner on me.



It also turns out that this was the problem with snow mana costs!

-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Card Contributions
by DrMark » 29 Mar 2012, 18:42
Hello everyone. This is my first post here.
I've been trying to implement Power Leak, which (to me) seems to be a bit tricky. Here's what I have so far. I've omitted the SVar:Picture and SetInfo attributes because it's tripping the spam filter here:
For debugging, is it really necessary to re-compress cardfolder.zip every time I change one card? It works but it's *slow*.
I've been trying to implement Power Leak, which (to me) seems to be a bit tricky. Here's what I have so far. I've omitted the SVar:Picture and SetInfo attributes because it's tripping the spam filter here:
- Code: Select all
Name:Power Leak
ManaCost:1 U
Types:Enchantment
Text:During the upkeep of target enchantment's controller, Power Leak deals 2 damage to him or her. That player may pay 1 for each damage he or she wishes to prevent from Power Leak.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ Opponent | TriggerZones$ Battlefield | Execute$ TrigDamage | TriggerDescription$ During the upkeep of target enchantment's controller, Power Leak deals 2 damage to him or her. That player may pay 1 for each damage he or she wishes to prevent from Power Leak.
SVar:TrigDamage:AB$DealDamage | Cost$ 0 | Defined$ EnchantedOwner | DamageSource$ Enchanted | NumDmg$ 2/Minus.X
#ChosenX SVar created by Cost payment
SVar:X:XChoice
SVar:Rarity:Common
End
For debugging, is it really necessary to re-compress cardfolder.zip every time I change one card? It works but it's *slow*.
- DrMark
- Posts: 1
- Joined: 29 Mar 2012, 18:26
- Has thanked: 0 time
- Been thanked: 0 time
Re: Card Contributions
by Sloth » 29 Mar 2012, 21:00
Not only to you. This card is not scriptable at the moment, because defined damage can't be prevented at the moment.DrMark wrote:I've been trying to implement Power Leak, which (to me) seems to be a bit tricky.
I think you can unzip cardfolder.zip and put the content under res\cardfolder\ and then remove the zip file.DrMark wrote:For debugging, is it really necessary to re-compress cardfolder.zip every time I change one card? It works but it's *slow*.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Who is online
Users browsing this forum: No registered users and 69 guests