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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby RiiakShiNal » 29 Dec 2012, 20:00

I've had issues with the per_turn_limit queuing up activations such that it can activate the next turn even if you don't want it to if you tried to use it too many times in the current turn. So I code it like this to make sure something like that can't happen, though whether it is still an issue with the updated executable I don't know.
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Re: Card Creation Request Thread

Postby STKL » 08 Jan 2013, 06:50

I don't know if this has been done yet and I'm sorry if it has and I'm just posting spam, but
I've been trying to make a add-on for goblin ganglands, just adding a few cards here and there.
The cards that I wanted to add were:
Goblin Lackey
Embermage goblin,
Gelectrode
Goblin Matron
Hematite Talisman
Lavaclaw reaches
Seige gang commander
Shrine of Burning rage
Goblin Recruiter
Goblin King

I have Seige gang commander, and embermage, matron, and Lackey all working fine.
I think the Gelectrode works, I have not tested it yet.

The card that I have the most problems with is Goblin Recruiter, I've tried and tried but I feel like I'm going in circles.
I was thinking of making it ask you HOW Many cards, then choosing cards.
I had it at 20, with the ability to finish early, then I changed it.. so many times.
Code: Select all
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
    <RESOLUTION_TIME_ACTION>
    local filter = Object():GetFilter()
    EffectController():MarkSearchedLibrary()   
    filter:Clear()
    filter:NotTargetted()
    filter:AddCardSubType( Object(): CARD_TYPE_GOBLIN )
    filter:May()
    filter:SetPlayer( EffectController() )
    filter:SetZone( ZONE_LIBRARY )
    filter:SetPortion( 20 )
    player:SetTargetCount( 20 )
    player:SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_FIRST_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 1, "CARD_QUERY_CHOOSE_SECOND_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 2, "CARD_QUERY_CHOOSE_THIRD_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 3, "CARD_QUERY_CHOOSE_FOURTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 4, "CARD_QUERY_CHOOSE_FIFTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 5, "CARD_QUERY_CHOOSE_SIXTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 6, "CARD_QUERY_CHOOSE_SEVENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 7, "CARD_QUERY_CHOOSE_EIGTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 8, "CARD_QUERY_CHOOSE_NINTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 9, "CARD_QUERY_CHOOSE_TENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 10, "CARD_QUERY_CHOOSE_ELEVENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 11, "CARD_QUERY_CHOOSE_TWELTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 12, "CARD_QUERY_CHOOSE_THIRTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 13, "CARD_QUERY_CHOOSE_FOURTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 14, "CARD_QUERY_CHOOSE_FIFTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 15, "CARD_QUERY_CHOOSE_SIXTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 16, "CARD_QUERY_CHOOSE_SEVENTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 17, "CARD_QUERY_CHOOSE_EIGHTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 18, "CARD_QUERY_CHOOSE_NINETEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 19, "CARD_QUERY_CHOOSE_TWENTIETH_CARD_TO_PUT_ON_TOP" )
    player:ChooseTargetsWithFlags( NO_VALIDATION, EffectDC():Make_Targets(0), 0 ), QUERY_FLAG_CAN_BE_FINISHED_EARLY + QUERY_FLAG_CAN_BE_FINISHED_EARLY_FOR_AI_AS_WELL)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_array = {}
    for i=0,19 do
       target_array[i] = EffectDC():Get_Targets(0):Get_NthCardPtr(i)
    end
    for i=0,19 do
       if target_array[i] ~= nil then
          target_array[i]:PutInLibrary(0)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY type="in_response" />
    <AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
    <AI_AVAILABILITY step="main_1" turn="my_turn" />
    <AI_AVAILABILITY step="main_2" turn="my_turn" />
  </TRIGGERED_ABILITY>
Goblin King seems to work, however MOUNTAINWALK seems to be bugged for it.
Code: Select all
    <FILTER>
    return (FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard() ~= Object() and
    FilteredCard():GetSubType():Test( CREATURE_TYPE_GOBLIN ) ~= 0 and
    FilteredCard():GetZone() == (ZONE_IN_PLAY) and 
    FilteredCard():GetPlayer() == Object():GetPlayer())
    </FILTER>
    <CONTINUOUS_ACTION layer="7C">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Power_Add( 1 )
          characteristics:Toughness_Add( 1 )
       end
    end
    </CONTINUOUS_ACTION>
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local filtered_obj = FilteredCard()
    if filtered_obj ~= nil then
       filtered_obj:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_MOUNTAINWALK, 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
And finally my last problem is lavaclaw reaches, the last part where you turn it into a 2/2 creature AND red elemental. I have not been able to find any code for it.
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Re: Card Creation Request Thread

Postby RiiakShiNal » 08 Jan 2013, 14:20

STKL wrote:I don't know if this has been done yet and I'm sorry if it has and I'm just posting spam, but
I've been trying to make a add-on for goblin ganglands, just adding a few cards here and there.
The cards that I wanted to add were:
Goblin Lackey
Embermage Goblin,
Gelectrode
Goblin Matron
Hematite Talisman
Lavaclaw Reaches
Siege-Gang Commander
Shrine of Burning Rage
Goblin Recruiter
Goblin King

I have Seige gang commander, and embermage, matron, and Lackey all working fine.
I think the Gelectrode works, I have not tested it yet.

The card that I have the most problems with is Goblin Recruiter, I've tried and tried but I feel like I'm going in circles.
I was thinking of making it ask you HOW Many cards, then choosing cards.
I had it at 20, with the ability to finish early, then I changed it.. so many times.
Code: Select all
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Goblin Recruiter enters the battlefield, search your library for any number of Goblin cards and reveal those cards. Shuffle your library, then put them on top of it in any order.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
    <RESOLUTION_TIME_ACTION>
    local filter = Object():GetFilter()
    EffectController():MarkSearchedLibrary()   
    filter:Clear()
    filter:NotTargetted()
    filter:AddCardSubType( Object(): CARD_TYPE_GOBLIN )
    filter:May()
    filter:SetPlayer( EffectController() )
    filter:SetZone( ZONE_LIBRARY )
    filter:SetPortion( 20 )
    player:SetTargetCount( 20 )
    player:SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_FIRST_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 1, "CARD_QUERY_CHOOSE_SECOND_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 2, "CARD_QUERY_CHOOSE_THIRD_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 3, "CARD_QUERY_CHOOSE_FOURTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 4, "CARD_QUERY_CHOOSE_FIFTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 5, "CARD_QUERY_CHOOSE_SIXTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 6, "CARD_QUERY_CHOOSE_SEVENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 7, "CARD_QUERY_CHOOSE_EIGTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 8, "CARD_QUERY_CHOOSE_NINTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 9, "CARD_QUERY_CHOOSE_TENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 10, "CARD_QUERY_CHOOSE_ELEVENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 11, "CARD_QUERY_CHOOSE_TWELTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 12, "CARD_QUERY_CHOOSE_THIRTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 13, "CARD_QUERY_CHOOSE_FOURTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 14, "CARD_QUERY_CHOOSE_FIFTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 15, "CARD_QUERY_CHOOSE_SIXTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 16, "CARD_QUERY_CHOOSE_SEVENTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 17, "CARD_QUERY_CHOOSE_EIGHTEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 18, "CARD_QUERY_CHOOSE_NINETEENTH_CARD_TO_PUT_ON_TOP" )
    player:SetTargetPrompt( 19, "CARD_QUERY_CHOOSE_TWENTIETH_CARD_TO_PUT_ON_TOP" )
    player:ChooseTargetsWithFlags( NO_VALIDATION, EffectDC():Make_Targets(0), 0 ), QUERY_FLAG_CAN_BE_FINISHED_EARLY + QUERY_FLAG_CAN_BE_FINISHED_EARLY_FOR_AI_AS_WELL)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_array = {}
    for i=0,19 do
       target_array[i] = EffectDC():Get_Targets(0):Get_NthCardPtr(i)
    end
    for i=0,19 do
       if target_array[i] ~= nil then
          target_array[i]:PutInLibrary(0)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY type="in_response" />
    <AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
    <AI_AVAILABILITY step="main_1" turn="my_turn" />
    <AI_AVAILABILITY step="main_2" turn="my_turn" />
  </TRIGGERED_ABILITY>
Goblin King seems to work, however MOUNTAINWALK seems to be bugged for it.

And finally my last problem is lavaclaw reaches, the last part where you turn it into a 2/2 creature AND red elemental. I have not been able to find any code for it.
Gelectrode is already coded by WotC in Expansion Pack 1, so you don't have to worry about coding it.

Goblin King is already coded in my mod, so unless you really want to code it you could just use it from there.

For examples on how to turn a land into a creature with a specific color and type look at Awakener Druid (which is in the base game).

As for Goblin Recruiter an easier way would probably be to use a repeating action to ask a play to select a goblin card from the deck (with the option to not pick a card using the May() function on the filter), then if they choose a card reveal it and put it into either a spot on the EffectDC that will not be overwritten or put it into a separate chest on the EffectDC with any other cards the player has chosen. Once the player chooses not to pick a goblin then you shuffle the deck and put the cards in the stored slots (or separate chest) on EffectDC on top of the deck.

Note: You have to Shuffle the library BEFORE you put the cards on top of it or they will be shuffled as well.
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Re: Card Creation Request Thread

Postby NEMESiS » 08 Jan 2013, 17:16

Does anyone happen to have made any of these cards by any chance:

Suffer the Past
Bottled Cloister
Wayfarer's Bauble
Syphon Mind
Blood Tyrant
Venser's Journal
Seer's Sundial

I know the most of them were on DotP 2012. I will take any of the available if they have been made. Thank you!
Last edited by NEMESiS on 08 Jan 2013, 23:48, edited 3 times in total.
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Re: Card Creation Request Thread

Postby STKL » 08 Jan 2013, 17:18

Are there any cards left for me to code :(
I hope all the easy ones are not taken .
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Re: Card Creation Request Thread

Postby Whizard » 10 Jan 2013, 16:25

I would like it if someone could help me code Helm of Obedience
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Re: Card Creation Request Thread

Postby thefiremind » 10 Jan 2013, 16:54

Whizard wrote:I would like it if someone could help me code Helm of Obedience
The "X can't be 0" condition cannot be coded: setting a maximum number for a numerical choice is possible (as in Phyrexian Processor), but setting a minimum number is not... unless you code {X} as {X} {1} but then it would be very confusing for the player to select a number for {X} and paying 1 more mana than expected.

If you think it's alright to ignore that condition, then I think this is what you need (localised text omitted):
Code: Select all
  <ACTIVATED_ABILITY dangerous="1">
    <AVAILABILITY>
    return Object():GetController():CanAfford("{1}") == 1 -- at least you need 1 free mana to activate it
    </AVAILABILITY>
    <COST type="Mana" cost="{X}" />
    <COST type="TapSelf" />
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetFilterType( FILTER_TYPE_PLAYERS + FILTER_TYPE_OPPONENTS )
    filter:SetOwner( EffectController() )
    filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_OPPONENT", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local opponent = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if opponent ~= nil then
       local x = GetEffectX()
       if x &gt; 0 then
          for i=0,x-1 do
             local card = opponent:Library_GetNth(0)
             if card ~= nil then
                card:GuidedReveal( ZONE_LIBRARY, ZONE_GRAVEYARD )
                card:PutInGraveyard()
                if card:GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 then
                   EffectDC():Set_CardPtr(1, card)
                   break
                end
             end
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local creature = EffectDC():Get_CardPtr(1)
    if creature ~= nil then
       if EffectSource() ~= nil then
          EffectSource():Sacrifice( EffectController() )
       end
       creature:PutIntoPlay( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
    <AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
    <AI_AVAILABILITY type="in_response_dangerous" />
  </ACTIVATED_ABILITY>
Otherwise, if you want to code it with {X} {1} (the choice is yours), you have 2 lines to edit:
Code: Select all
    <COST type="Mana" cost="{X}{1}" />
and
Code: Select all
          for i=0,x do
and you have to totally remove the "if x &gt; 0" condition (without forgetting its "end").
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Re: Card Creation Request Thread

Postby Whizard » 10 Jan 2013, 17:04

I dont think it matters if x is zero or not. If you use 0 mana it does nothing. I will try your code and update my deck with this card when it is good. Thank you very much.
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Re: Card Creation Request Thread

Postby RiiakShiNal » 10 Jan 2013, 17:39

Whizard wrote:I dont think it matters if x is zero or not. If you use 0 mana it does nothing. I will try your code and update my deck with this card when it is good. Thank you very much.
Actually if you use 0 mana it does do something, it taps. Now I can't think of anything off the top of my head, but if a card has an effect that does something when a card taps then it could matter, but I think it fairly unlikely.
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Re: Card Creation Request Thread

Postby SoulStorm » 14 Jan 2013, 08:50

Is it possible to code Sen Triplets? The recent release of Mana Mastery has me contemplating a 2.0 version.

There are other cards I'm looking at as well, but I'm going to try to code some of the easier ones myself this time.
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Re: Card Creation Request Thread

Postby thefiremind » 14 Jan 2013, 09:39

SoulStorm wrote:Is it possible to code Sen Triplets?
No because you can't play spells outside your hand except for free or with flashback.
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Re: Card Creation Request Thread

Postby SoulStorm » 14 Jan 2013, 10:40

thefiremind wrote:
SoulStorm wrote:Is it possible to code Sen Triplets?
No because you can't play spells outside your hand except for free or with flashback.
Thanks Firemind, I thought that would probably be the case.

Here are the cards I need that I think are doable:

Archangel's Light
Lazav, Dimir Mastermind [GTC]
Riku of Two Reflections (the code for this card should already be available, but I dont have it).
Gaea's Blessing
Punish Ignorance
Exploding Borders
Urban Evolution [GTC]

Many Thanks!
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Re: Card Creation Request Thread

Postby thefiremind » 14 Jan 2013, 10:58

Gaea's Blessing was already requested and coded: viewtopic.php?f=64&t=4557&p=104557#p104557
Exploding Borders is in my mod.
Riku was in DotP2012 so you should be able to find it on kevlahnota's mod.
Lazav should keep his original name while copying, which is not possible.

The other ones are easy, I can code them later if nobody does it before.
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Re: Card Creation Request Thread

Postby SoulStorm » 14 Jan 2013, 13:14

Thanks for the data and help Firemind. Riku isn't in kevlahnota's mod; I believe he reformulated some of the 2012 decks a bit and for whatever reason didn't want to use Riku.

Oh, could you do Mycosynth Wellspring too please?

Edit: Actually, I don't need Riku anymore, I just came up with a better idea!
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Re: Card Creation Request Thread

Postby thefiremind » 14 Jan 2013, 16:48

I hope I didn't forget anything.

About Urban Evolution: the ability text is localised in all languages (except Korean) because I used the text from Harmonize and Explore. The card name and flavour text aren't localised in all languages because it would have been a pain to type all of them by hand from the preview card picture... if you care about a particular language, you can go to the GTC previews on the Wizards site and copy the localised text for yourself. :wink: And of course the card ID isn't the real Multiverse ID of the card because it's still unknown. :lol:
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URBAN_EVOLUTION_19992204.zip
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RIKU_OF_TWO_REFLECTIONS_236469.zip
(105.44 KiB) Downloaded 288 times
PUNISH_IGNORANCE_176450.zip
(102.57 KiB) Downloaded 282 times
MYCOSYNTH_WELLSPRING_218039.zip
(107.33 KiB) Downloaded 391 times
ARCHANGELS_LIGHT_244691.zip
(114.07 KiB) Downloaded 276 times
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