Board index Programs with AI or Rules Enforcement Magic: The Gathering - Duels of the Planeswalkers Programming Talk
Talk about new cards here
Moderator: CCGHQ Admins
Re: Talk about new cards here
by Clark » 30 Aug 2010, 15:51
After my researching, the theory for card template is like Jasper which could be used to define PDF template.kevlahnota wrote:yup, I created the student warfare template with the fixed count numbers.
anyway, the original template I'm using does not look good on DOTP that's why I modified it.The fonts I used are Caslon Bold, MatrixB.
Clark wrote:It seems the count number for levels & corresponding status are fixed in template...ennnn im trying to find a common way.Clark wrote:It seems someone create the template for those levelup creature cards.
Its a great work!!!
I cannot wait to code one blue white levelup deck now
The data could be only filled in the specific place in the template, which means a dynamic level-up template need the customization for both program and the template@@
Hope Wizard would develop some game tools like map-editor for HerosV to help user create more custom mods.
In this case, it seems i have to use static text description to express status for each level@@.
Becasue i don't get familiar with PS like you
- Clark
- Posts: 64
- Joined: 21 Aug 2010, 16:07
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by Clark » 30 Aug 2010, 17:08
Hi kevlahnota,kevlahnota wrote:yup, I created the student warfare template with the fixed count numbers.
anyway, the original template I'm using does not look good on DOTP that's why I modified it.The fonts I used are Caslon Bold, MatrixB.
Please check in the new creature i just created which was named as 'ENCLAVE_CRYPTOLOGIST'.
I copy your codes to be 2 new common function for this type creature in COMMUNITY_FUNCTIONS.lua:
- Code: Select all
function IsIn2ndLevelRange( minLev, maxLev )
if ( Object():CountCounters( MTG():ChargeCounters() ) > minLev and Object():CountCounters( MTG():ChargeCounters() ) < maxLev ) then
return true
else
return false
end
end
function IsIn3rdLevelRange( minLev )
if ( Object():CountCounters( MTG():ChargeCounters() ) > minLev ) then
return true
else
return false
end
end
- Code: Select all
<STATIC_ABILITY layer="0">
<PRE_EFFECT>
Object():Register_Set( 0, 7 )
</PRE_EFFECT>
</STATIC_ABILITY>
- Code: Select all
Creature - Human Wizard 2/2
When Venerated Teacher enters the battlefield, put two level counters on each creature you control with level up.
- Code: Select all
Object():Register_Get( 0 ) ~= 7
But its too late for me now, i have no time to test
Does it make sense to you?
Your comments are appreciate!
BTW: Thank you for your efforts to update HQ images for my cards
- Clark
- Posts: 64
- Joined: 21 Aug 2010, 16:07
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by kevlahnota » 30 Aug 2010, 17:28
yup, there must be some kind of filter to know if it's a leveller or not. if we can code it or anyone, we can make another new possibility to pass some abilities ( like slivers. )
-
kevlahnota - Programmer
- Posts: 825
- Joined: 19 Jul 2010, 17:45
- Location: Philippines
- Has thanked: 14 times
- Been thanked: 264 times
Re: Talk about new cards here
by logoliv » 30 Aug 2010, 21:05
I just coded Turntimber Basilisk, it generates no error but the target card doesn't block here's the code :
- Code: Select all
<STATIC_ABILITY layer="0" tag="_COMMONTAG_DEATHTOUCH">
<EFFECT>
Deathtouch()
</EFFECT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY tag="TURNTIMBER_BASILISK_RULE_1" layer="0">
<TRIGGER value="COMES_INTO_PLAY">
return NonTokenLandFall()
</TRIGGER>
<TARGET_DETERMINATION>
return TargetCreatureBad()
</TARGET_DETERMINATION>
<PLAYTIME>
Object():GetFilter():May()
ChooseTarget( "CHOOSE_CREATURE_TO_BLOCK_IF_ABLE" )
</PLAYTIME>
<EFFECT>
Object():GetTargetCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_MUST_BLOCK, 1 )
</EFFECT>
<DURATION>
return UntilEndOfTurn()
</DURATION>
</TRIGGERED_ABILITY>
Re: Talk about new cards here
by Yanna » 30 Aug 2010, 21:27
Not an idea, but i can tell you of my tests with CHARACTERISTIC_MUST_ATTACK (trying to code this soldier that 'pops up' an attacking creature).
It simply doesn't seem to work at all...
It simply doesn't seem to work at all...
Re: Talk about new cards here
by Clark » 31 Aug 2010, 15:47
Firstly I tried to add custom constant to identify those creatures with level up as follow, but failed.kevlahnota wrote:yup, there must be some kind of filter to know if it's a leveller or not. if we can code it or anyone, we can make another new possibility to pass some abilities ( like slivers. )
There must be a validation to those all constants in program.CONSTANT.LUA
CREATURE_TYPE_LEVELUP = SIZE_OF_TYPE_BAND * CARD_TYPE_CREATURE + 218
Creature Card
<SUB_TYPE metaname = "Levelup" />
After that i try to add signature to the card object, and validate it in the ability function of another card but also got failed.
- Code: Select all
Creature with level up
<STATIC_ABILITY layer="0">
<EFFECT>
Object():Register_Clear( 0 )
Object():Register_Set( 0, 3 )
</EFFECT>
</STATIC_ABILITY>
Another creature
<FILTER>
return CreaturesYouControl( )
</FILTER>
<EFFECT>
if ( Object():Register_Get( 0 ) == 3 ) then
Subject():AddCounters( MTG():ChargeCounters(), 2 )
end
</EFFECT>
Fortunately, it seems there is only one existing card of the creature type WOMBAT according to the database.(no creature of that type in game)
So...my temperate solution is:
- Code: Select all
Creature with level up
<SUB_TYPE metaname = "Wombat" />
Another creature
<FILTER>
return CreaturesInPlayOfType( CREATURE_TYPE_WOMBAT )
</FILTER>
<EFFECT>
Subject():AddCounters( MTG():ChargeCounters(), 2 )
</EFFECT>
Hope we could fix this "hard code" in further.
BTW: i also tried to create a card with PLANESWALK type which was defined in constant.lua, but got failed.
- Clark
- Posts: 64
- Joined: 21 Aug 2010, 16:07
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by Uresti » 31 Aug 2010, 16:30
We cant add new types to CONSTANTS:LUA because is linked to the EXE. and about planeswalkers are in the PERMAMENTS list but not in the EXE.Firstly I tried to add custom constant to identify those creatures with level up as follow, but failed.
- Uresti
- Posts: 151
- Joined: 25 Jun 2010, 15:26
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by Yanna » 31 Aug 2010, 18:02
Some precisions to add :
See, they're all declared into the exe as int32 (if i'm correct). The CONSTANT.LUA file is here because it's easier for a human to handle words rather than numbers. Kind of 'translator' if you want.
That's why instead of AddCardType( 13325 ) you can write AddCardType( CARD_TYPE_WOMBAT ).
This should work :
I'm already using a better type to mark Arcane Spells : CREATURE_TYPE_PRISM. There is no creature card with type PRISM in the whole game
Hope you sort it out !
YannA
It won't work, you cannot add more constants unless you change the exe.Clark wrote:Firstly I tried to add custom constant to identify those creatures with level up as follow, but failed.
CONSTANT.LUA
CREATURE_TYPE_LEVELUP = SIZE_OF_TYPE_BAND * CARD_TYPE_CREATURE + 218
Creature Card
<SUB_TYPE metaname = "Levelup" />
See, they're all declared into the exe as int32 (if i'm correct). The CONSTANT.LUA file is here because it's easier for a human to handle words rather than numbers. Kind of 'translator' if you want.
That's why instead of AddCardType( 13325 ) you can write AddCardType( CARD_TYPE_WOMBAT ).
This won't work, because you're asking the Object if he has an int registered, not the Subject.Clark wrote:
- Code: Select all
Another creature
<FILTER>
return CreaturesYouControl( )
</FILTER>
<EFFECT>
if ( Object():Register_Get( 0 ) == 3 ) then
Subject():AddCounters( MTG():ChargeCounters(), 2 )
end
</EFFECT>
This should work :
- Code: Select all
Another creature
<FILTER>
return CreaturesYouControl() and Subject():Register_Get(0) == 3 )
</FILTER>
<EFFECT>
Subject():AddCounters( MTG():ChargeCounters(), 2 )
</EFFECT>
Watch out for a Coat Of Arms that would boost those 'Wombats'. Otherwise it's a pretty good solution i would say.Clark wrote:
At last, i have to add a existing sub type into those creatures.
Fortunately, it seems there is only one existing card of the creature type WOMBAT according to the database.(no creature of that type in game)
I'm already using a better type to mark Arcane Spells : CREATURE_TYPE_PRISM. There is no creature card with type PRISM in the whole game
Hope you sort it out !
YannA
Re: Talk about new cards here
by logoliv » 31 Aug 2010, 18:06
I tried many differents ways, but I agree with you, it doesn't workYanna wrote:Not an idea, but i can tell you of my tests with CHARACTERISTIC_MUST_ATTACK (trying to code this soldier that 'pops up' an attacking creature).
It simply doesn't seem to work at all...
Re: Talk about new cards here
by petitrudy » 02 Sep 2010, 08:41
Hi all,
Could you, when you make a new card, copy the card text (in english, dont translate) in other language ?
For example, in 6321_CARD_TEXT.XML, 6666_CARD_TEXT.XML only the English are complete.
Thx for your help.
Petitrudy
Could you, when you make a new card, copy the card text (in english, dont translate) in other language ?
For example, in 6321_CARD_TEXT.XML, 6666_CARD_TEXT.XML only the English are complete.
Thx for your help.
Petitrudy
- petitrudy
- Posts: 29
- Joined: 27 Oct 2009, 12:36
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by logoliv » 02 Sep 2010, 16:02
@ petitrudy : it's unnecessary... you just need to configure the Magic launcher and set the language to English
Last edited by logoliv on 03 Sep 2010, 16:15, edited 1 time in total.
Re: Talk about new cards here
by petitrudy » 03 Sep 2010, 13:23
I dont have magic laucher ??? where is it ? i can download it ?
I use the STEAM version
ok i find it :p thx !
I use the STEAM version
ok i find it :p thx !
- petitrudy
- Posts: 29
- Joined: 27 Oct 2009, 12:36
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by Clark » 04 Sep 2010, 17:47
Hi,
I got confused about the implement of one key card for LEVELUP_DECK.
Need your kindly suggestion. (Even 'hard code' is welcome )
Thank you.
I got confused about the implement of one key card for LEVELUP_DECK.
Need your kindly suggestion. (Even 'hard code' is welcome )
Thank you.
- Clark
- Posts: 64
- Joined: 21 Aug 2010, 16:07
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by Uresti » 05 Sep 2010, 00:13
i know we can add or substract cost of cards but not abilities...maybe if Cost its a general variable in the exe we could use something like:
<TRIGGERED_ABILITY tag="ACTIVATED_ABILITIES_RULE_1" internal="1" pre_trigger="1" layer="0">
<TRIGGER value="SPELL_PLAYED">
return return CreaturesInPlay()
</TRIGGER>
<EFFECT>
Cost = Cost - 1
</EFFECT>
Note: This will not work its just a sample, pre_trigger="1" will cause something before we cast it can be used with DecreaseCost(3) (as castiong cost)
<TRIGGERED_ABILITY tag="ACTIVATED_ABILITIES_RULE_1" internal="1" pre_trigger="1" layer="0">
<TRIGGER value="SPELL_PLAYED">
return return CreaturesInPlay()
</TRIGGER>
<EFFECT>
Cost = Cost - 1
</EFFECT>
Note: This will not work its just a sample, pre_trigger="1" will cause something before we cast it can be used with DecreaseCost(3) (as castiong cost)
- Uresti
- Posts: 151
- Joined: 25 Jun 2010, 15:26
- Has thanked: 0 time
- Been thanked: 0 time
Re: Talk about new cards here
by Clark » 05 Sep 2010, 04:17
Exactly, that's the bottleneck i met with.Uresti wrote:i know we can add or substract cost of cards but not abilities...maybe if Cost its a general variable in the exe we could use something like:
<TRIGGERED_ABILITY tag="ACTIVATED_ABILITIES_RULE_1" internal="1" pre_trigger="1" layer="0">
<TRIGGER value="SPELL_PLAYED">
return return CreaturesInPlay()
</TRIGGER>
<EFFECT>
Cost = Cost - 1
</EFFECT>
Note: This will not work its just a sample, pre_trigger="1" will cause something before we cast it can be used with DecreaseCost(3) (as castiong cost)
I try to add another 'hard code' <ACTIVATED_ABILITY/> in the card with decreased mana cost.
But it seems the card won't work if there are more than 3 <ACTIVATED_ABILITY/> tags in it.
- Clark
- Posts: 64
- Joined: 21 Aug 2010, 16:07
- Has thanked: 0 time
- Been thanked: 0 time
Who is online
Users browsing this forum: No registered users and 8 guests