Page 1 of 1

Card/Ability Symbols

PostPosted: 18 Jun 2013, 14:16
by NEMESiS
Hello, I am currently making a W/U deck and noticed that there is no symbol for when a permanent is detained. How can a symbol be added to a permanent that is detained (let say with Archon of the Triumvirate ability)? This is mostly as visual aid for a player.

Re: Card/Ability Symbols

PostPosted: 18 Jun 2013, 14:28
by thefiremind
We all wished to add badges since DotP2013 was out, but it's impossible because there must be something hard-coded into the executable for each supported badge. While it's true that kevlahnota made a custom badge for wither, it has been possible because there was a place for that already, it just had the forestwalk badge as a placeholder.

The best visual aid you can give is to grant the detained permanent a static ability that does nothing except having the text "Detained", if you really want something. I hope DotP2014 will have a new badge at least for "can't block", you can't imagine how many times I made my combat strategies wrong because I forgot that a creature can't block. :oops:

Re: Card/Ability Symbols

PostPosted: 18 Jun 2013, 14:48
by NEMESiS
thefiremind wrote:We all wished to add badges since DotP2013 was out, but it's impossible because there must be something hard-coded into the executable for each supported badge. While it's true that kevlahnota made a custom badge for wither, it has been possible because there was a place for that already, it just had the forestwalk badge as a placeholder.

The best visual aid you can give is to grant the detained permanent a static ability that does nothing except having the text "Detained", if you really want something. I hope DotP2014 will have a new badge at least for "can't block", you can't imagine how many times I made my combat strategies wrong because I forgot that a creature can't block. :oops:
I can settle for this, what should I do?

Re: Card/Ability Symbols

PostPosted: 18 Jun 2013, 15:46
by thefiremind
I don't know how detain is coded, but I guess you'll have something like this somewhere:
Code: Select all
    <CONTINUOUS_ACTION layer="8">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Characteristic_Set( CHARACTERISTIC_CANT_ATTACK, 1 )
          characteristics:Characteristic_Set( CHARACTERISTIC_CANT_BLOCK, 1 )
          characteristics:Characteristic_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
       end
    end
    </CONTINUOUS_ACTION>
Add this inside the inner "if":
Code: Select all
          characteristics:GrantAbility(9)
Then add the following ability to the card:
Code: Select all
  <STATIC_ABILITY resource_id="9">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Detained]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Detained]]></LOCALISED_TEXT>
  </STATIC_ABILITY>