2014 official cards & decks & functions from ipad

tools 2013 can be used to unpack!
EDIT: decompile the .lol files.
EDIT: decompile the .lol files.
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https://www.slightlymagic.net/forum/viewtopic.php?f=62&t=10872
<UTILITY_ABILITY qualifier="Normal_Cast" active_zone="ZONE_GRAVEYARD">
thefiremind wrote:giving more power to UTILITY_ABILITY blocks so that they can give alternative costs that can be used to play the card in different zones.
SecondaryPlayer():AddPoisonCounters(1)
It looks like the basic deck structure is the same, but we have a bunch more attributes for the DECK tag (I just pulled these from D14_DIMIR):Scion of Darkness wrote:Sumomole is the deck structure equal to 2013? With the cards from 2014 i can start doing some work hehehe =) i want to bring the rest of the slivers to the game =P
Looks like we may be able to write custom conditions for the filter object.FE_LUA_CONDITION = 28
Ooh... this is interesting, hopefully they aren't just placeholders.TRIGGER_CONSIDERED_FOR_CAST = 83
TRIGGER_CONSIDERED_FOR_ACTIVATION = 84
Maybe we can now counter abilities.STACK_OBJECT_ABILITY = 2
Looks like we can get rid of most of the reveal hacks we used before.QUERY_FLAG_REVEAL_RESULTS = 8
"Choose Any Number of Targets"?QUERY_FLAG_UNBOUNDED
A few more badges including one we really wanted: "Can't Block" (for all those creatures that can't block this turn)BADGE_BUSHIDO = 36
BADGE_TEMPORARY_CONTROL_CHANGE = 37
BADGE_MUST_ATTACK = 38
BADGE_CANT_BLOCK = 39
BADGE_MUST_BE_BLOCKED = 40
BADGE_PREVENT_ALL_COMBAT_DAMAGE_RECEIVED = 41
Actually, I have an idea on how to make Concerted Effort, I just got fed up with it in DotP 2013 because at one point I lost all the code and functions I had written for it (though I did have it mostly working at one point, even had it checking and assigning protection) and didn't really want to re-write everything from scratch.thefiremind wrote:Bad news: Concerted Effort was on the preliminary lists but it isn't here (protection still can't be checked).
I don't know about the 2nd, but the 1st is now used for coding cost variations (look at Thalia, Guardian of Thraben for example). I wonder if targets are already available at the moment of checking the trigger condition, because if that's so, Elderwood Scion might become possible (with emphasis on "might" because I think there would still be the usual problem of verifying if the spell is affordable before choosing targets).RiiakShiNal wrote:Ooh... this is interesting, hopefully they aren't just placeholders.TRIGGER_CONSIDERED_FOR_CAST = 83
TRIGGER_CONSIDERED_FOR_ACTIVATION = 84
Well TRIGGER_CONSIDERED_FOR_ACTIVATION might make possible cards like Gloom, Heartstone, Power Artifact, and Drought. Though they would still require functions to alter ability costs.thefiremind wrote:I don't know about the 2nd, but the 1st is now used for coding cost variations (look at Thalia, Guardian of Thraben for example). I wonder if targets are already available at the moment of checking the trigger condition, because if that's so, Elderwood Scion might become possible (with emphasis on "might" because I think there would still be the usual problem of verifying if the spell is affordable before choosing targets).
<FRAME_TYPE type="miracle" />
INTERVENING_IF is used for "intervening 'if' clause". e.g. Valakut, the Molten PinnacleRiiakShiNal wrote:Looking at Veiled Sentry I see an extra block in the TRIGGERED_ABILITY, INTERVENING_IF, I'm guessing it is checked at a slightly different time than the TRIGGER itself.
I understand that much, I was saying that it is probably checked at a slightly different time, otherwise why would they put it into a separate block instead of just putting it into the TRIGGER block like we would do in DotP 2013.sumomole wrote:INTERVENING_IF is used for "intervening 'if' clause". e.g. Valakut, the Molten PinnacleRiiakShiNal wrote:Looking at Veiled Sentry I see an extra block in the TRIGGERED_ABILITY, INTERVENING_IF, I'm guessing it is checked at a slightly different time than the TRIGGER itself.
Valakut, the Molten Pinnacle's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless, at the time a Mountain enters the battlefield under your control, you control five or more Mountains other than that new one, and (2) the ability will do nothing if you control fewer than five Mountains other than that new one by the time it resolves.
I guess it's just for avoiding writing the same check twice, since the intervening if should be checked both in the trigger condition and during resolution. Many of the choices done by the developers through the DotP games seem to be driven by convenience only.RiiakShiNal wrote:I understand that much, I was saying that it is probably checked at a slightly different time, otherwise why would they put it into a separate block instead of just putting it into the TRIGGER block like we would do in DotP 2013.
This could mean that the AI is still stupid when trying to handle infect (like DotP 2013). We still have characteristics for infect so it wouldn't necessarily stop us from creating an infect deck.alexandreonly wrote:But still no infect decks? Yes, there's the Sliver deck with Virulent Sliver, but not a infect based deck. Also i noticed wither on functions.