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Talk about new cards here
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Re: Talk about new cards here
by digitalPanda » 03 Nov 2010, 18:14
Hello, I'm recently started coding some cards and, I started encounter some problem...
I think is a syntax problem because after I playtest them, the games return me some nice lua errors.
The card I'm having problem with is:
PIRANHA MARSH
So...where I'm doing it wrong?
Thank you.
PS: there is any documentation about card's cost? Like sacrifice, remove form game, etc...? SacrificeSelf its clear...but what about remove frome game?
I think is a syntax problem because after I playtest them, the games return me some nice lua errors.
The card I'm having problem with is:
PIRANHA MARSH
- Code: Select all
<EFFECT>
TargetPlayerLosesLife( 1 )
Object():GetTargetPlayer():LoseLife( 1 )
end
</EFFECT>
So...where I'm doing it wrong?

Thank you.
PS: there is any documentation about card's cost? Like sacrifice, remove form game, etc...? SacrificeSelf its clear...but what about remove frome game?
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Re: Talk about new cards here
by kevlahnota » 05 Nov 2010, 02:19
I hope this will help you:
<TRIGGERED_ABILITY layer="0" tag="PIRANHA_MARSH_RULE_1" auto_skip="1" zone="any" >
<TRIGGER value="COMES_INTO_PLAY">
return SelfTriggered()
</TRIGGER>
<TARGET_DETERMINATION>
return TargetPlayerBad()
</TARGET_DETERMINATION>
<PLAYTIME>
ChooseTarget( "CHOOSEPLAYER" )
</PLAYTIME>
<EFFECT>
if Object():GetTargetPlayer() ~= nil then
Object():GetTargetPlayer():LoseLife( 1 )
end
</EFFECT>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY layer="0" tag="PIRANHA_MARSH_RULE_1" auto_skip="1" zone="any" >
<TRIGGER value="COMES_INTO_PLAY">
return SelfTriggered()
</TRIGGER>
<TARGET_DETERMINATION>
return TargetPlayerBad()
</TARGET_DETERMINATION>
<PLAYTIME>
ChooseTarget( "CHOOSEPLAYER" )
</PLAYTIME>
<EFFECT>
if Object():GetTargetPlayer() ~= nil then
Object():GetTargetPlayer():LoseLife( 1 )
end
</EFFECT>
</TRIGGERED_ABILITY>
digitalPanda wrote:Hello, I'm recently started coding some cards and, I started encounter some problem...
I think is a syntax problem because after I playtest them, the games return me some nice lua errors.
The card I'm having problem with is:
PIRANHA MARSHThe problem is that when it comes into play it didn't do any damage.
- Code: Select all
<EFFECT>
TargetPlayerLosesLife( 1 )
Object():GetTargetPlayer():LoseLife( 1 )
end
</EFFECT>
So...where I'm doing it wrong?![]()
Thank you.
PS: there is any documentation about card's cost? Like sacrifice, remove form game, etc...? SacrificeSelf its clear...but what about remove frome game?
-
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Re: Talk about new cards here
by digitalPanda » 06 Nov 2010, 02:33
Thank you for the help, but the card still don't work.
It comes in play, tapped but it doesn't assign any damage, again
I'm trying to get Quest for the Holy Relic to work, but, I can put counters, search the library for an equipment...but, how could I attach it to a creature then?
Really clueless...
I'm building a deck I use irl (Holy Relic) so I've started to code Glint Hawk, Memnite, Argentum Armor (just need to fix the target of her ability) and also trying to get the Kor Outfitter to work, but again same problem, can't make him attach the equipment to a creature.
It comes in play, tapped but it doesn't assign any damage, again

I'm trying to get Quest for the Holy Relic to work, but, I can put counters, search the library for an equipment...but, how could I attach it to a creature then?
Really clueless...

I'm building a deck I use irl (Holy Relic) so I've started to code Glint Hawk, Memnite, Argentum Armor (just need to fix the target of her ability) and also trying to get the Kor Outfitter to work, but again same problem, can't make him attach the equipment to a creature.
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Re: Talk about new cards here
by digitalPanda » 07 Nov 2010, 18:15
As far...
Steel Overseer ***updated, since isn't working as intend ***
Kor Skyfisher
Silver Myr
Gold Myr
Elixir of Immortality *** almost working ***
Quest for the Holy Relic *** not equipping ***
Glint Hawk
Memnite
Cunning Sparkmage
Brittle Effigy *** still haven't figured out how to remove it from game as cost ***
Darksteel Myr
Fauna Shaman
Grasp of Darkness
Nantuko Shade (I LOVE THIS CARD!!!)
Sol Ring *** some problem with colourless mana tokens ***
Argentum Armor *** almost working ***
Tempered Steel
#########################################################
Inferno Titan *** work in progress ***
Ratchet Bomb *** work in progress ***
Crystal Ball *** work in progress ***
Elvish Archdruid *** work in progress ***
Arbor Elf *** work in progress ***
As soon as I got access to the SVN I would be glad to share the working cards
...while I keep working on the others.
Steel Overseer ***updated, since isn't working as intend ***
Kor Skyfisher
Silver Myr
Gold Myr
Elixir of Immortality *** almost working ***
Quest for the Holy Relic *** not equipping ***
Glint Hawk
Memnite
Cunning Sparkmage
Brittle Effigy *** still haven't figured out how to remove it from game as cost ***
Darksteel Myr
Fauna Shaman
Grasp of Darkness
Nantuko Shade (I LOVE THIS CARD!!!)
Sol Ring *** some problem with colourless mana tokens ***
Argentum Armor *** almost working ***
Tempered Steel
#########################################################
Inferno Titan *** work in progress ***
Ratchet Bomb *** work in progress ***
Crystal Ball *** work in progress ***
Elvish Archdruid *** work in progress ***
Arbor Elf *** work in progress ***
As soon as I got access to the SVN I would be glad to share the working cards

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Re: Talk about new cards here
by digitalPanda » 08 Nov 2010, 17:34
Well well well, DLC 3 is out and it bringed new cards, like the Kor Outfitter, I looked at his code and it's quite "huge" compared to the effect...now the only thing left to do is figure out how to use it for Quest fot he Holy Relic.
Inferno Titan is one of the lolest card to code, looked at Bogardan Hellkite to get the idea, hello capitain obvious.

Inferno Titan is one of the lolest card to code, looked at Bogardan Hellkite to get the idea, hello capitain obvious.

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Re: Talk about new cards here
by Huggybaby » 08 Nov 2010, 18:50
I don't see anything about gaining SVN access on the wiki, where are the instructions for that?
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Re: Talk about new cards here
by kevlahnota » 08 Nov 2010, 19:22
DLC 3 works good
, here are some card previews that uses 3 choices ( last time it didn't work with DLC 2
SVN needs some card updates and new cards
)



SVN needs some card updates and new cards


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Re: Talk about new cards here
by digitalPanda » 09 Nov 2010, 13:14
11/09/10 Update
Sol Ring ***beta, sice colourless mana is buggy***
Palladium Myr ***beta, sice colourless mana is buggy***
Leaden Myr
Copper Myr
Iron Myr
Darksteel Myr
Inferno Titan (!)
Kargan Dragonlord *** fully working ***
Flame Slash
are done.
As soon as punisher autorize me I will upload em on the repo.
Anyone trying to get Planeswlaker to work?
If you look at the CONSTANTS.LUA file there is a CARD_TYPE_PLANESWALKER...
I think, after I played with tokens, there is a way to code them...the only question is, how will the AI manage them when attacking?
Sol Ring ***beta, sice colourless mana is buggy***
Palladium Myr ***beta, sice colourless mana is buggy***
Leaden Myr
Copper Myr
Iron Myr
Darksteel Myr
Inferno Titan (!)
Kargan Dragonlord *** fully working ***
Flame Slash
are done.

As soon as punisher autorize me I will upload em on the repo.
Anyone trying to get Planeswlaker to work?
If you look at the CONSTANTS.LUA file there is a CARD_TYPE_PLANESWALKER...
I think, after I played with tokens, there is a way to code them...the only question is, how will the AI manage them when attacking?
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Re: Talk about new cards here
by digitalPanda » 10 Nov 2010, 17:24
New cards finished:
Arbor Elf
Assault Strobe *** WTB Infect now
***
Explore
are working properly, while:
Myr Galvanizer *** partial working, need to code the Untap rule ***
Elixir Of Immortality *** give 5 life, put self into library, can't figure how to get graveyard shuffled ***
Mystifying Maze *** beta ***
still buggy :p
Today I would try to code Khalni Hydra, I will look at Myr Enforcer and see.
Ezuri, Renegade Leader is another good challenge, as now I can't see the card in game so there's something wrong even if I can't figure what.
dP"
Arbor Elf
Assault Strobe *** WTB Infect now

Explore
are working properly, while:
Myr Galvanizer *** partial working, need to code the Untap rule ***
Elixir Of Immortality *** give 5 life, put self into library, can't figure how to get graveyard shuffled ***
Mystifying Maze *** beta ***
still buggy :p
Today I would try to code Khalni Hydra, I will look at Myr Enforcer and see.
Ezuri, Renegade Leader is another good challenge, as now I can't see the card in game so there's something wrong even if I can't figure what.
- Code: Select all
<ACTIVATED_ABILITY tag="EZURI_RENEGADE_LEADER_RULE_2" immunity="1" layer="0">
<COST type="Mana" cost="{G}" />
<FILTER>
return CreatureYouControlT( CREATURE_TYPE_ELF )
</FILTER
<PRE_EFFECT>
ChooseTarget( "ChooseCreatureToRegenerate" )
</PRE_EFFECT>
<EFFECT>
RegenerateTargetCard()
</EFFECT>
<AI_AVAILABILITY behaviour="Regen"/>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY tag="EZURI_RENEGADE_LEADER_RULE_2" layer="7c">
<COST type="Mana" cost="{2}{G}{G}{G}" />
<FILTER>
return CreaturesYouControlT( CREATURE_TYPE_ELF )
</FILTER>
<EFFECT>
PlusThreePlusThree()
</EFFECT>
<DURATION>
return UntilEndOfTurn()
</DURATION>
<ACTIVATED_ABILITY layer="6">
<FILTER>
return CreaturesYouControlT( CREATURE_TYPE_ELF )
</FILTER>
<EFFECT>
Trample()
</EFFECT>
<DURATION>
return UntilEndOfTurn()
</DURATION>
</ACTIVATED_ABILITY>
dP"
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Re: Talk about new cards here
by digitalPanda » 13 Nov 2010, 14:26
Cards update, but still waiting for pun1sher666 to activate my accoutn on the repo :p
Sooooooo, after viewing at kev video about new DLC mod I stopped debugging some cards as I've seen he's already done em.
Lodestone Golem
Darksteel Juggernaut
Brittle Effigy *** now working properly ***
Pelakka Wurm
Sylvan Ranger
Scute Mob
are ok and fully working.
Palladium Myr
Mystifying Maze
Sol Ring
all of these, still have problem with the colourless mana generation. I fixed the maze using OLD_C_RULE_1, still bug sometimes when it put the creture back into play.
Bye bye!
dP"
Sooooooo, after viewing at kev video about new DLC mod I stopped debugging some cards as I've seen he's already done em.
Lodestone Golem
Darksteel Juggernaut
Brittle Effigy *** now working properly ***
Pelakka Wurm
Sylvan Ranger
Scute Mob
are ok and fully working.
Palladium Myr
Mystifying Maze
Sol Ring
all of these, still have problem with the colourless mana generation. I fixed the maze using OLD_C_RULE_1, still bug sometimes when it put the creture back into play.
Bye bye!
dP"
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Re: Talk about new cards here
by Clark » 19 Nov 2010, 03:44
@Kev
I have integrated your new modification into local SVN version, which seems works fine.
But player profile info like unlocked deck list, unlocked campaign list, favorite deck etc would not stored by game any more.
This issue was raised by someone here before, while i don't remember the solution now.
Any suggestion?
Thx.
I have integrated your new modification into local SVN version, which seems works fine.
But player profile info like unlocked deck list, unlocked campaign list, favorite deck etc would not stored by game any more.
This issue was raised by someone here before, while i don't remember the solution now.
Any suggestion?
Thx.
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Re: Talk about new cards here
by kevlahnota » 21 Nov 2010, 07:15
Maybe turning off steam cloud will do.
Clark wrote:@Kev
I have integrated your new modification into local SVN version, which seems works fine.
But player profile info like unlocked deck list, unlocked campaign list, favorite deck etc would not stored by game any more.
This issue was raised by someone here before, while i don't remember the solution now.
Any suggestion?
Thx.
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kevlahnota - Programmer
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Re: Talk about new cards here
by Huggybaby » 21 Nov 2010, 07:56
Yes, see viewtopic.php?p=46683#p46683
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Re: Talk about new cards here
by castled » 28 Nov 2010, 16:40
hi friends, i'd like to ask if these cards existed:
1 enchantment, when tagget player gain life, lose the same number of life instead
2 instant, it cannt be countered. counter tagget spells .no cost but pay half life
3 instant, tagget lose the life by a spell that the spell causes or as condition to pay, u gain back that life
i'd just played wagic for moths, and not a programer but a little graphic designer with little script knowledge. during my childhood, i used to play a japanese card game YUGIGO like wagic , with paper card, i had a deck with them and missing it very much … ^_^
1 enchantment, when tagget player gain life, lose the same number of life instead
2 instant, it cannt be countered. counter tagget spells .no cost but pay half life
3 instant, tagget lose the life by a spell that the spell causes or as condition to pay, u gain back that life
i'd just played wagic for moths, and not a programer but a little graphic designer with little script knowledge. during my childhood, i used to play a japanese card game YUGIGO like wagic , with paper card, i had a deck with them and missing it very much … ^_^
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wy script "produce*mana " doesnt work
by castled » 02 Dec 2010, 04:33
i had copied all words from BLACK_LOTUS to creat LIONS_EYE_DIAMOND, including token registration , but it doesnt work after sacrificeself an chooseacolour,why?
<?xml version="1.0"?>
<MULTICARDS>
<CARD>
<!--
///////////////////////////////////////////////////////////////////////////////////
CARD INFORMATIONS
///////////////////////////////////////////////////////////////////////////////////
-->
<RARITY metaname = "rare" />
<COLLECTIONMAX value = "0" />
<COLLECTORNUMBER value = "0" />
<CARDNUMBER value = "0" />
<TYPE metaname = "Artifact" />
<CASTING_COST cost = "{0}" />
<COLOR value = "A" />
<FRAMECOLOUR name = "A" />
<ARTIST name = "test" />
<EXPANSION metaname = "TYPE1" />
<FILENAME text = "LIONS_EYE_DIAMOND_T1" />
<TITLE text = "LIONS_EYE_DIAMOND_T1_TITLE" />
<FLAVOURTEXT text = "LIONS_EYE_DIAMOND_T1_FLAVOUR" />
<ARTID value = "0" />
<!--
///////////////////////////////////////////////////////////////////////////////////
START OF CARD ABILITIES
///////////////////////////////////////////////////////////////////////////////////
-->
<TOKEN_REGISTRATION type="_BLUE_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_BLACK_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_GREEN_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_WHITE_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_RED_MANA_Token" reservation="2" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<ACTIVATED_ABILITY tag="LIONS_EYE_DIAMOND_T1_RULE_1" auto_skip="1" >
<COST type="SacrificeSelf" />
<PLAYTIME>
Object():GetPlayer():ChooseColour( "ChooseAColour", 1 )
</PLAYTIME>
<EFFECT>
ClearFilter()
local LNG_COLOUR = Object():GetPlayer():GetChosenColour()
if (LNG_COLOUR == 4) then
ProduceBlueMana( 3 )
end
if (LNG_COLOUR == 3) then
ProduceBlackMana( 3 )
end
if (LNG_COLOUR == 1) then
ProduceRedMana( 3 )
end
if (LNG_COLOUR == 2) then
ProduceGreenMana( 3 )
end
if (LNG_COLOUR == 5) then
ProduceWhiteMana( 3 )
end
DiscardHand
</EFFECT>
</ACTIVATED_ABILITY>
<!--
///////////////////////////////////////////////////////////////////////////////////
END OF CARD ABILITIES
///////////////////////////////////////////////////////////////////////////////////
-->
</CARD>
</MULTICARDS>
<?xml version="1.0"?>
<MULTICARDS>
<CARD>
<!--
///////////////////////////////////////////////////////////////////////////////////
CARD INFORMATIONS
///////////////////////////////////////////////////////////////////////////////////
-->
<RARITY metaname = "rare" />
<COLLECTIONMAX value = "0" />
<COLLECTORNUMBER value = "0" />
<CARDNUMBER value = "0" />
<TYPE metaname = "Artifact" />
<CASTING_COST cost = "{0}" />
<COLOR value = "A" />
<FRAMECOLOUR name = "A" />
<ARTIST name = "test" />
<EXPANSION metaname = "TYPE1" />
<FILENAME text = "LIONS_EYE_DIAMOND_T1" />
<TITLE text = "LIONS_EYE_DIAMOND_T1_TITLE" />
<FLAVOURTEXT text = "LIONS_EYE_DIAMOND_T1_FLAVOUR" />
<ARTID value = "0" />
<!--
///////////////////////////////////////////////////////////////////////////////////
START OF CARD ABILITIES
///////////////////////////////////////////////////////////////////////////////////
-->
<TOKEN_REGISTRATION type="_BLUE_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_BLACK_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_GREEN_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_WHITE_MANA_Token" reservation="2" />
<TOKEN_REGISTRATION type="_RED_MANA_Token" reservation="2" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<ACTIVATED_ABILITY tag="LIONS_EYE_DIAMOND_T1_RULE_1" auto_skip="1" >
<COST type="SacrificeSelf" />
<PLAYTIME>
Object():GetPlayer():ChooseColour( "ChooseAColour", 1 )
</PLAYTIME>
<EFFECT>
ClearFilter()
local LNG_COLOUR = Object():GetPlayer():GetChosenColour()
if (LNG_COLOUR == 4) then
ProduceBlueMana( 3 )
end
if (LNG_COLOUR == 3) then
ProduceBlackMana( 3 )
end
if (LNG_COLOUR == 1) then
ProduceRedMana( 3 )
end
if (LNG_COLOUR == 2) then
ProduceGreenMana( 3 )
end
if (LNG_COLOUR == 5) then
ProduceWhiteMana( 3 )
end
DiscardHand
</EFFECT>
</ACTIVATED_ABILITY>
<!--
///////////////////////////////////////////////////////////////////////////////////
END OF CARD ABILITIES
///////////////////////////////////////////////////////////////////////////////////
-->
</CARD>
</MULTICARDS>
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