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[Help] Creating some cards

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[Help] Creating some cards

Postby Joergvf » 12 Apr 2012, 13:36

Hello!
I'm creating my own custom pack for DotP 2012, so i can use my real vintage squirrel deck in the game.
But i'm having problems with some cards, and i'd like u guys to help me if it's possible.

By now the 2 cards that i'm having trouble are Squirrel Nest and Earthcraft. Together they form a powerfull combo.

Squirrel Nest made it enchant the land, but i can't make the enchanted land tap for the effect. By now i could only make the enchant tap.
And in Earthcraft, i can't even use the ability. I've put an actvation ability, but i cant use or cick in it during the game.

If someone knows how i can make these cards' abilities please tell me.
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Re: [Help] Creating some cards

Postby thefiremind » 12 Apr 2012, 13:54

Squirrel Nest is impossible to code perfectly because we can't grant activated abilities to other things in DotP2012. You can however approximate it by coding an activated ability on the Aura, and you will use that one. This workaround usually has the problem that you must check if you really can use the ability: it shouldn't be possible to use it if the enchanted permanent is tapped or is prevented from using abilities (Arrest) or is a creature with summoning sickness. But you are talking about an Enchant land here... if you don't plan to put Squirrel Nest on a land that can animate, ignore the last 2 cases and just check that the land isn't tapped already.
Take a look at sadlyblue's post here:
viewtopic.php?f=63&t=6160#p84336
it's basically the same problem. I know it's a bit complicated... if you just started modding, maybe you should start with some easier cards. :wink:

Earthcraft, on the other hand, is quite easy to make. Could you post the code you used for it? I think it's better for you if we start from your code and see what's wrong.
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Re: [Help] Creating some cards

Postby Joergvf » 12 Apr 2012, 23:14

Thank you thefiremind! With the link that u posted i could make Squirrel Nest work properly.
The actvated ability is like that:
Code: Select all
 <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted land has "{T}: Put a 1/1 green Squirrel creature token onto the battlefield."]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
    <COST type="Mana" cost="{0}" />
    <AVAILABILITY>
       local parent = Object():GetParent()
       if parent ~= nil and parent:Tapped() == 0 and parent:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_CANT_USE_ABILITIES ) ~= 1 then
          return true
       else
          return false
       end
    </AVAILABILITY>
    <RESOLUTION_TIME_ACTION>
       Object():GetParent():Tap()
       PutTokensIntoPlay( "TOKEN_SQUIRREL_1_1_255832", 1 )
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY behaviour="InResponseOrDuringCombatOrBeforeMyUntap" />
    <AI_BASE_SCORE score="600" zone="in_play" />
  </ACTIVATED_ABILITY>
But i couldn't make Earthcraft work yet.
Please, note that i don't know how to code or programm. I'm just a curious trying to understand the logic of the codes by myself. I'm trying to use my logic to make "frankenstein" codes using parts of diferent card codes.
It worked by now with some cards, like Nut Collector (with the Threshold - very easy do make), Chatter of the Squirrel (without Flashback - couldn't make Flashback), Squirrel Mob, Druid's Call and Naturalize.
Although it worked with the other cards, remember that i'm very noob at this coding thing, so it's possible i've made lots of stupidness in the Earthcraft code.

I tried at first using Captivating Vampire as model:
Code: Select all
<ACTIVATED_ABILITY layer="2">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tap an untapped creature you control: Untap target basic land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
<TARGET_DETERMINATION>
    local filter = Object():GetFilter()
         
    filter:Clear()
    filter:SetController( Object():GetPlayer() )
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddExtra( FILTER_EXTRA_CREATURE_UNTAPPED )
    filter:NotTargetted()
         
    if Object():GetFilter():CountStopAt( 1 ) &lt; 1 then
      return TARGET_DETERMINATION_NONE
    end
         
    filter:Clear()
    filter:AddExtra( FILTER_EXTRA_LAND_TAPPED )
    filter:AddCardType( CARD_TYPE_LAND )
    filter:SetZone( ZONE_IN_PLAY )
    return TargetBadF()
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_LAND )
    filter:SetZone( ZONE_IN_PLAY )
    filter:PlayerAntiHint( Object():GetPlayer() )
    Object():GetPlayer():ChooseTargetDC( "CARD_QUERY_CHOOSE_LAND_TO_UNTAP" )
    </PLAY_TIME_ACTION>
    <COST type="Tap" number="1">
      <PLAYTIME>
      local player = Object():GetPlayer()
      player:ChooseTarget( "CARD_QUERY_TAP_AN_UNTAPPED_CREATURE_YOU_CONTROL" )
      </PLAYTIME>
      <TARGET_DETERMINATION>
      local filter = Object():GetFilter()
      filter:Clear()
      filter:SetController( Object():GetPlayer() )
      filter:AddCardType( CARD_TYPE_CREATURE )
      filter:SetZone( ZONE_IN_PLAY )
      filter:AddExtra( FILTER_EXTRA_CREATURE_UNTAPPED )
      filter:NotTargetted()
      if Object():GetFilter():CountStopAt( 1 ) == 1 then
         return TARGET_DETERMINATION_ALL
      else
         return TARGET_DETERMINATION_NONE
      end
      </TARGET_DETERMINATION></COST>
    <RESOLUTION_TIME_ACTION>
    if Object():GetTargetCard() ~= nil then
    Object():GetTargetCard():Untap()
    end
    </RESOLUTION_TIME_ACTION> 
    <DURATION>
    return false
    </DURATION>
    <AI_BASE_SCORE score="600" zone="in_play" />
  </ACTIVATED_ABILITY>
And then, i fused Gideon’s Lawkeeper and Voltaic Key in the second trying:
Code: Select all
<ACTIVATED_ABILITY layer="2">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tap an untapped creature you control: Untap target basic land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
<COST type="Mana" cost="{0}" />
<TARGET_DETERMINATION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetController( Object():GetPlayer() )
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    return TargetBadF()
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    ChooseTarget( "CARD_QUERY_CHOOSE_CREATURE_TAP" )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if Object():GetTargetCard() ~= nil then
    Object():GetTargetCard():Tap()
    end
    </RESOLUTION_TIME_ACTION>
    <TARGET_DETERMINATION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddExtra( FILTER_EXTRA_LAND_TAPPED )
    filter:AddCardType( CARD_TYPE_LAND )
    filter:SetZone( ZONE_IN_PLAY )
    return TargetGoodF()
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    ChooseTarget( "CARD_QUERY_CHOOSE_LAND_TO_UNTAP" )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if Object():GetTargetCard() ~= nil then
    Object():GetTargetCard():Untap()
    end
    </RESOLUTION_TIME_ACTION>
  <AI_AVAILABILITY behaviour="InstantSpeedTap" />
  <AI_BASE_SCORE score="450" zone="in_play" />
  </ACTIVATED_ABILITY>
Both of them in the game look like can't be activated, just a static text in the card.
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Re: [Help] Creating some cards

Postby Eglin » 13 Apr 2012, 00:58

I didn't study the second blurb that you posted as closely as the first, but both look pretty good. You don't need the layer tag or the duration block, since both of those generally correspond to continuous actions. I'm not sure where you saw the FILTER_EXTRA_LAND_TAPPED flag, but I don't believe it exists. You can see a list of all known filter extra flags here. Adding stuff that hasn't been defined will probably load up your mother.txt file with errors and could explain why your cards aren't working. Another possibility is that the card has multiple targets - this always tripped me up, too, and I've never seen it explained well. I always have better success using ChooseTargetsDC or something instead of trying to reuse an object's default (0) target. I also usually tag the filter with Good/Bad/Neutral, although this is quite possibly unnecessary.

Try something like this:
Code: Select all
  <ACTIVATED_ABILITY auto_skip="1">
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tap an untapped creature you control: Untap target basic land.]]></LOCALISED_TEXT>
    <COST type="Tap" number="1">
      <PLAYTIME>
      local player = Object():GetPlayer()
      player:ChooseTarget( "CARD_QUERY_TAP_AN_UNTAPPED_CREATURE_YOU_CONTROL" )
      </PLAYTIME>
      <TARGET_DETERMINATION>
      local filter = Object():GetFilter()
      filter:Clear()
      filter:SetController( Object():GetPlayer() )
      filter:AddCardType( CARD_TYPE_CREATURE )
      filter:SetZone( ZONE_IN_PLAY )
      filter:AddExtra( FILTER_EXTRA_CREATURE_UNTAPPED )
      filter:NotTargetted()
      if Object():GetFilter():CountStopAt( 1 ) == 1 then
         return TARGET_DETERMINATION_ALL
      else
         return TARGET_DETERMINATION_NONE
      end
      </TARGET_DETERMINATION></COST>
     <PLAY_TIME_ACTION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddExtra( FILTER_EXTRA_CREATURE_TAPPED )
    filter:AddCardType( CARD_TYPE_LAND )
    filter:AddSupertype( SUPERTYPE_BASIC )
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetNeutral()
    Object():GetPlayer():ChooseTargetDC( "CARD_QUERY_CHOOSE_BASIC_LAND_TO_UNTAP", MTG():EffectDataChest():Make_Targets( 1 ))
     </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
   if MTG():EffectDataChest():Get_Targets( 1 ) then
       local land = MTG():EffectDataChest():Get_Targets( 1 ):Get_CardPtr( 0 )
      if land then
          land:Untap()
      end
   end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
For the flashback on your other card, just add <FLASHBACK_COST cost="{1}{G}" /> somewhere in the card's body, and the game will take care of the rest.

I am looking forward to playing your squirrel deck very much!

Good luck,
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Re: [Help] Creating some cards

Postby Joergvf » 13 Apr 2012, 05:11

Thanks a lot, Eglin. It worked very well!

I know there were stupid errors in the code or unnecessary tags and blocks, but as i said, i don't know anything about coding and programming, i'm just trying to figure it out by myself.

I'm thinking in making Coat of Arms, but it's another challenge. It isn't like the Squirrel Mob that u can set a Type, and i don't know how to do it right now. There's Coat of Arms in the DotP 2010, but i don't think it's compatible.

My initial idea was to make for personal use, so i'm not spending much time making the custom pack, and it may tank take a while to get finished. But as soon as i finish it, i'll post it here in the forum.

The deck is based on my real vintage deck. Not equal, because i don't have the same cards and card amounts avaliable (eg. i don't have 4 Squirrel Mob and 4 Squirrel Nest in the real deck).
And i'm thinking in do the same thing with my brother's Ping deck and include it in the custom pack.
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Re: [Help] Creating some cards

Postby thefiremind » 13 Apr 2012, 09:31

Joergvf wrote:I'm thinking in making Coat of Arms, but it's another challenge. It isn't like the Squirrel Mob that u can set a Type, and i don't know how to do it right now. There's Coat of Arms in the DotP 2010, but i don't think it's compatible.
I know Coat of Arms isn't easy, but Alpha Status is a good example to start with. Here is how I made the ability in Coat of Arms:
Code: Select all
  <STATIC_ABILITY layer="7C">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>
    <FILTER>
    return CreaturesInPlay()
    </FILTER>
    <CONTINUOUS_ACTION>
    local total = 0
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetSubTypes( FilteredCard():GetSubType() )
    filter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE )
    filter:NotTargetted()
    filter:SetCardInstance( FilteredCard() )
    filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
    total = filter:Count()
    local characteristics = FilteredCard():GetCurrentCharacteristics()
    characteristics:Power_Add(total)
    characteristics:Toughness_Add(total)
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
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Re: [Help] Creating some cards

Postby Aborash » 13 Apr 2012, 14:17

Coat of Arms is already coded at Data_DLC_7777 pack, not sure who is the owner of that pack, just search for it.

If you cant find it, you can use Beastmaster Ascension as an alternative.
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Re: [Help] Creating some cards

Postby daenon611 » 13 Apr 2012, 17:28

7777 should be kevlahnota http://www.slightlymagic.net/fo%20rum/viewtopic.php?f=62&t=6057

here is the code

Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="COAT_OF_ARMS_88887422" />
  <CARDNAME text="COAT_OF_ARMS" />
  <TITLE>
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Coat of Arms]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Coat of Arms]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Coat of Arms]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Coat of Arms]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Coat of Arms]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Coat of Arms]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="88887422" />
  <ARTID value="5670" />
  <FRAMECOLOUR name="A" />
  <COLOUR value="A" />
  <ARTIST name="Scott M. Fischer" />
  <CASTING_COST cost="{5}" />
  <FLAVOURTEXT>
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Hup, two, three, four,
Dunno how to count no more.”
—Mogg march]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“Hup, two, three, four,
Dunno how to count no more.”
—Mogg march]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Hup, two, three, four,
Dunno how to count no more.”
—Mogg march]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“Hup, two, three, four,
Dunno how to count no more.”
—Mogg march]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Hup, two, three, four,
Dunno how to count no more.”
—Mogg march]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“Hup, two, three, four,
Dunno how to count no more.”
—Mogg march]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
  <EXPANSION value="DPE" />
  <RARITY metaname="R" />
  <STATIC_ABILITY layer="7C">
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.]]></LOCALISED_TEXT>   
    <CONTINUOUS_ACTION>
   local total = 0
   local filter = Object():GetFilter()
   filter:Clear()
       filter:SetZone( ZONE_IN_PLAY )
       filter:AddCardType( CARD_TYPE_CREATURE )
        filter:SetSubTypes( FilteredCard():GetSubType() )
       filter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE )
       filter:NotTargetted()
   filter:SetCardInstance( FilteredCard() )
       filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
       total = filter:Count()
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Add(total)
       characteristics:Toughness_Add(total)
    </CONTINUOUS_ACTION>
    <FILTER>
    return ( FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard():GetZone() == ZONE_IN_PLAY)
    </FILTER>
  </STATIC_ABILITY>
</CARD_V2>
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Re: [Help] Creating some cards

Postby Joergvf » 18 Apr 2012, 06:12

Thank you a lot, people that are helping me!
My Squirrel deck is almost finished, and i started making the ping deck that i'll include in the custom pack, so one more time i'll request your help, guys.

I'm now trying to make Hermetic Study. If i can, i'll try Quicksilver Dagger. But until now i couldn't get Hermetic Study to work.

Another one that i want in the deck, but looks really hard to make is Neko-Te. This one i haven't even tried to make yet. Is it at least possible to make?
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Re: [Help] Creating some cards

Postby thefiremind » 18 Apr 2012, 09:10

Neko-Te is actually very easy. Here is how I coded its two main abilities:
Code: Select all
  <TRIGGERED_ABILITY auto_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever equipped creature deals damage to a creature, tap that creature. That creature doesn’t untap during its controller’s untap step for as long as Neko-Te remains on the battlefield.]]></LOCALISED_TEXT>
    <TRIGGER value="CREATURE_TOOK_DAMAGE">
    return Damage():GetSource() == Object():GetParent()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    TriggerObject():Tap()
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION>
    local characteristics = TriggerObject():GetCurrentCharacteristics()
    characteristics:Badge_Set( BADGE_DOESNT_UNTAP )
    characteristics:Bool_Set( CHARACTERISTIC_DOESNT_UNTAP, 1 )
    </CONTINUOUS_ACTION>
    <DURATION>
    return Object():GetZone() ~= ZONE_IN_PLAY
    </DURATION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY auto_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever equipped creature deals damage to a player, that player loses 1 life.]]></LOCALISED_TEXT>
    <TRIGGER value="PLAYER_TOOK_DAMAGE">
    return Damage():GetSource() == Object():GetParent()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    TriggerPlayer():LoseLife( 1 )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
The DURATION block takes care of removing the effect when Neko-Te leaves the battlefield.

Hermetic Study and Quicksilver Dagger should be made with the same idea as Squirrel Nest. The problem is that you have to keep track of the creatures with summoning sickness, while you didn't need to do that for lands. There's no function that tells you if a creature has summoning sickness, so you should keep a registry of the creatures that have been on your side since your last upkeep. You should start from that post again:
viewtopic.php?f=63&t=6160#p84336
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