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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby Master Necro » 27 May 2013, 07:23

Also could someone help me code this activated ability and triggered ability:

" {T} : Draw a card, then discard a card. If a creature card is discarded this way, untap (the creature with this ability)..."

and

"At the beginning of your end step, if {creature with this trigger) didn't attack this turn, tap {creature with this trigger)"
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Re: Card Creation Request Thread

Postby sumomole » 27 May 2013, 08:21

Blue Ghost wrote:Is the third option of Dawn Charm possible to implement? I couldn't find anything similar.
I found EvaluateObjects can't be used to SetZone( ZONE_STACK ), perhaps there is no way to determine which spell is targeting you, I expect a good idea too.

Master Necro wrote:Also could someone help me code this activated ability and triggered ability:

" {T} : Draw a card, then discard a card. If a creature card is discarded this way, untap (the creature with this ability)..."

and

"At the beginning of your end step, if {creature with this trigger) didn't attack this turn, tap {creature with this trigger)"
1. discard a card. If a creature card is discarded this way, untap it.
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_HAND )
    filter:SetPlayer( player )
    filter:NotTargetted()
    player:SetTargetCount( 1 )
    player:SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
    player:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target_card ~= nil then
      if target_card:GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and EffectSource() ~= nil then
         EffectSource():Untap()
       end
       target_card:Discard()
    end
    </RESOLUTION_TIME_ACTION>
2. If a creature didn't attack this turn.
Code: Select all
if EffectSource() ~= nil and EffectSource():NumAttacksThisTurn() == 0 then
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Re: Card Creation Request Thread

Postby thefiremind » 27 May 2013, 08:25

BloodReyvyn wrote:BTW thefiremind, the Stuffy Doll still doesn't deal damage dealt to it to the chosen player... :lol:
I don't know what you did, but my last version works fine for me.
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Re: Card Creation Request Thread

Postby Master Necro » 27 May 2013, 08:45

sumomole wrote:
Blue Ghost wrote:Is the third option of Dawn Charm possible to implement? I couldn't find anything similar.
I found EvaluateObjects can't be used to SetZone( ZONE_STACK ), perhaps there is no way to determine which spell is targeting you, I expect a good idea too.

Master Necro wrote:Also could someone help me code this activated ability and triggered ability:

" {T} : Draw a card, then discard a card. If a creature card is discarded this way, untap (the creature with this ability)..."

and

"At the beginning of your end step, if {creature with this trigger) didn't attack this turn, tap {creature with this trigger)"
1. discard a card. If a creature card is discarded this way, untap it.
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_HAND )
    filter:SetPlayer( player )
    filter:NotTargetted()
    player:SetTargetCount( 1 )
    player:SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
    player:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target_card ~= nil then
      if target_card:GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and EffectSource() ~= nil then
         EffectSource():Untap()
       end
       target_card:Discard()
    end
    </RESOLUTION_TIME_ACTION>
2. If a creature didn't attack this turn.
Code: Select all
if EffectSource() ~= nil and EffectSource():NumAttacksThisTurn() == 0 then
Thank you! :)
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Re: Card Creation Request Thread

Postby Master Necro » 27 May 2013, 10:48

Edit:NWM. :D :lol:
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Re: Card Creation Request Thread

Postby gorem2k » 27 May 2013, 11:17

I request Thundercloud Shaman. :) I've made Sunrise Sovereign and Stinkdrinker Daredevil but this one, I can't figure. Thanks !
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Re: Card Creation Request Thread

Postby thefiremind » 27 May 2013, 11:49

gorem2k wrote:I request Thundercloud Shaman. :) I've made Sunrise Sovereign and Stinkdrinker Daredevil but this one, I can't figure. Thanks !
It's not really difficult, if you copy from Chain Reaction.
I optimized it a bit more (it counts how many Giants you control only once) but it wasn't necessary.
Attachments
THUNDERCLOUD_SHAMAN_139738.zip
Fixed and tested
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Last edited by thefiremind on 27 May 2013, 14:15, edited 1 time in total.
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Re: Card Creation Request Thread

Postby RiiakShiNal » 27 May 2013, 12:40

sumomole wrote:Stuffy Doll doesn't have target. :lol:
You're right, good catch. You also shouldn't be able to respond to choosing a player" and the last to abilities should have been marked dangerous and LKI_shield_effect_source.
Stuff Doll | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
   <FILENAME text="STUFFY_DOLL_279711" />
   <CARDNAME text="STUFFY_DOLL" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Stuffy Doll]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Poupée de son]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Muñeca de trapo]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausgestopfte Puppe]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Bambola di Pezza]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ぬいぐるみ人形]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[푹신한 인형]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мягкая Кукла]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Boneco Empalhado]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="279711" />
   <ARTID value="RSN279711" />
   <ARTIST name="David Rapoza" />
   <CASTING_COST cost="{5}" />
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Construct" />
   <EXPANSION value="M13" />
   <RARITY metaname="R" />
   <POWER value="0" />
   <TOUGHNESS value="1" />
   <TRIGGERED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Stuffy Doll enters the battlefield, choose a player.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Poupée de son arrive sur le champ de bataille, choisissez un joueur.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[En cuanto la Muñeca de trapo entre al campo de batalla, elige un jugador.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sowie die Ausgestopfte Puppe ins Spiel kommt, bestimme einen Spieler.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mentre la Bambola di Pezza entra nel campo di battaglia, scegli un giocatore.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ぬいぐるみ人形が戦場に出るに際し、プレイヤーを1人選ぶ。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[푹신한 인형이 전장에 들어올 시에, 플레이어 한 명을 선택한다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[При выходе Мягкой Куклы на поле битвы выберите игрока.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Conforme Boneco Empalhado entra no campo de batalha, escolha um jogador.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
      <TARGET_DEFINITION id="0">
         local filter = Object():GetFilter()
         filter:Clear()
         filter:SetFilterType( FILTER_TYPE_PLAYERS )
         filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
         filter:NotTargetted()
      </TARGET_DEFINITION>
      <TARGET_DETERMINATION>
         return AtLeastOneTargetFromDefinition(0)
      </TARGET_DETERMINATION>
      <PLAY_TIME_ACTION target_choosing="1">
         EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_PLAYER", EffectDC():Make_Targets(0) )
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local pTarget = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
         if (pTarget ~= nil) then
            ObjectDC():Set_PlayerPtr(0, pTarget)
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Stuffy Doll is indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Poupée de son est indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Muñeca de trapo es indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Ausgestopfte Puppe ist unzerstörbar.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Bambola di Pezza è indistruttibile.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ぬいぐるみ人形は破壊されない。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[푹신한 인형은 파괴될 수 없다. 푹신한 인형이 피해를 입을 때마다, 푹신한 인형은 선택한 플레이어에게 그만큼의 피해를 입힌다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мягкая Кукла не может быть уничтожена.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Boneco Empalhado é indestrutível.]]></LOCALISED_TEXT>
      <CONTINUOUS_ACTION>
         RSN_Indestructible( Object() )
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY dangerous="1" LKI_shield_effect_source="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que des blessures sont infligées à la Poupée de son, elle inflige autant de blessures au joueur choisi.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la Muñeca de trapo reciba daño, esta le hace esa misma cantidad de daño al jugador elegido.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Ausgestopften Puppe Schaden zugefügt wird, fügt sie dem bestimmten Spieler ebenso viele Schadenspunkte zu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta viene inflitto danno alla Bambola di Pezza, essa infligge altrettanti danni al giocatore scelto.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ぬいぐるみ人形にダメージが与えられるたび、それはその点数に等しい点数のダメージを選ばれたプレイヤーに与える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 푹신한 인형은 스스로에게 피해 1점을 입힌다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Мягкой Кукле наносятся повреждения, она наносит столько же повреждений выбранному игроку.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Boneco Empalhado sofre dano, ele causa uma quantidade equivalente de dano ao jogador escolhido.]]></LOCALISED_TEXT>
      <TRIGGER value="CREATURE_TOOK_DAMAGE" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         local damage_amount = Damage():GetAmount()
         local pTarget = ObjectDC():Get_PlayerPtr(0)
         if (damage_amount &gt; 0) and (pTarget ~= nil) then
            pTarget:DealDamage( damage_amount, EffectSource() )
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <ACTIVATED_ABILITY dangerous="1" LKI_shield_effect_source="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Stuffy Doll deals 1 damage to itself.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : La Poupée de son s'inflige 1 blessure.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: La Muñeca de trapo se hace 1 punto de daño a sí misma.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Die Ausgestopfte Puppe fügt sich selber 1 Schadenspunkt zu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: La Bambola di Pezza infligge 1 danno a se stessa.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:ぬいぐるみ人形は自身に1点のダメージを与える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Stuffy Doll deals 1 damage to itself.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Мягкая Кукла наносит 1 повреждение сама себе.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Boneco Empalhado causa 1 ponto de dano a si mesmo.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <RESOLUTION_TIME_ACTION>
         if (EffectSource() ~= nil) then
            EffectSource():DealDamage( 1, EffectSource() )
         end
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
</CARD_V2>
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Re: Card Creation Request Thread

Postby gorem2k » 27 May 2013, 13:22

thefiremind wrote:
gorem2k wrote:I request Thundercloud Shaman. :) I've made Sunrise Sovereign and Stinkdrinker Daredevil but this one, I can't figure. Thanks !
It's not really difficult, if you copy from Chain Reaction.
I optimized it a bit more (it counts how many Giants you control only once) but it wasn't necessary.
That was quick! appreciate the comments in xml and all but it didn't work 100%. I had 4 changeling creatures (all types) in play with 1 giant and no damage dealt to anyone.

Nice lightning effect though.

also I have another card I'd like to fix:

Runed Stalactite.

Code: Select all
  <STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equipped creature gets +1/+1 and is every creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature équipée gagne +1/+1 et a tous les types de créature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura equipada obtiene +1/+1 y es de todos los tipos de criatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die ausgerüstete Kreatur erhält +1/+1 und hat alle Kreaturentypen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura equipaggiata prende +1/+1 e ha tutti i tipi di creatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーは+1/+1の修整を受けるとともにすべてのクリーチャー・タイプである。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equipped creature gets +1/+1 and is every creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снаряженное существо получает +1/+1 и обладает всеми типами существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura equipada recebe +1/+1 e é de todos os tipos de criatura.]]></LOCALISED_TEXT>
  <CONTINUOUS_ACTION layer="6">
    local parent = Object():GetParent()
      if parent ~= nil then
   parent:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_CHANGELING, 1 )
      end
  </CONTINUOUS_ACTION>
  <CONTINUOUS_ACTION layer="7C">
    local parent = Object():GetParent()
    if parent ~= nil then
       parent:GetCurrentCharacteristics():Power_Add( 1 )
       parent:GetCurrentCharacteristics():Toughness_Add( 1 )
    end
  </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY sorcery_time="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equip {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équipement {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equipar {2}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausrüsten {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equipaggiare {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備 {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equip {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снарядить {2}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equipar {2}]]></LOCALISED_TEXT>
  <COST type="Mana" cost="{2}" />
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetController( EffectController() )
    -- AI 'cannot reequip' exemption
    local parent = Object():GetParent()
    if parent ~= nil and EffectController():IsAI() ~= 0 then
       filter:SetCardInstance(parent)
       filter:AddExtra(FILTER_EXTRA_FLIP_CARD_INSTANCE)
    end
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if (target_card ~= nil and EffectSource() ~= nil) then
       EffectSource():Attach( target_card )   
    end
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY type="equip" />
  </ACTIVATED_ABILITY>
bug: equipped Goblin gets +1/+1 and all types but other unequipped Goblin creature in play receive changeling as well. Don't know if you see what I mean..
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Re: Card Creation Request Thread

Postby Master Necro » 27 May 2013, 13:33

I need help with this one, it doesn't pick up the trigger at the start of the upkeep:
Attachments
screeching bat.rar
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Re: Card Creation Request Thread

Postby sumomole » 27 May 2013, 14:01

gorem2k wrote:also I have another card I'd like to fix: Runed Stalactite
Has all creature types doesn't mean has the changeling keyword ability. The following code is used to Mutavault, the official card has 222 creature types(not 221 :oops: ), and I add Germ as 1222, if you add new creature types, should change 1222 to the amount of your creature types.
Code: Select all
    <CONTINUOUS_ACTION layer="4">
    if EffectSource() ~= nil then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:SubType_GetWritable(EffectSource()):Clear()
       for i = 1000,1222 do
         characteristics:SubType_GetWritable(EffectSource()):Add( i , EffectSource() )
      end
    end
    </CONTINUOUS_ACTION>
EDIT: Sorry, I counted wrong...... :mrgreen:
Last edited by sumomole on 27 May 2013, 15:12, edited 2 times in total.
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Re: Card Creation Request Thread

Postby NEMESiS » 27 May 2013, 14:03

Anybody has tooth and nail?
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Re: Card Creation Request Thread

Postby RiiakShiNal » 27 May 2013, 14:08

sumomole wrote:Has all creature types doesn't mean has the changeling keyword ability. The following code is used to Mutavault, the official card has 221 creature types, and I add Germ to 222, if you add new creature types, should change 1222 to the amount of your creature types.
If you don't mind including my choose creature type LOLs then you can use the constants to get all of the creature types (all 228, including Germ, Hippogriff, Siren, Surrakar, Townsfolk, Hyena, and Noggle, which were not included in the base game, but cards use them with current Oracle text):
_CREATURE_TYPE_FIRST
_CREATURE_TYPE_LAST

Also most people added Germ as 1221 (the 222nd type) because it is 0 based not 1 based.
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Re: Card Creation Request Thread

Postby sumomole » 27 May 2013, 14:26

Master Necro wrote:I need help with this one, it doesn't pick up the trigger at the start of the upkeep:
Ah~ I see a lot of errors, I suggest you do some simply card first, When you are familiar with the rules and code, You can create complex card without error, of course, this is just my suggestion, I hope you don't mind.. :)
And there is Screeching Bat firemind has coded.
cards.zip
Screeching Bat
(2.79 KiB) Downloaded 275 times


NEMESiS wrote:Anybody has Tooth and Nail?
Tooth and Nail.zip
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Re: Card Creation Request Thread

Postby thefiremind » 27 May 2013, 14:29

gorem2k wrote:That was quick! appreciate the comments in xml and all but it didn't work 100%. I had 4 changeling creatures (all types) in play with 1 giant and no damage dealt to anyone.
It appears that the game didn't like my optimization. That made me discover something strange that will be food for thought in a Programming Talk topic very soon. Anyway, you can redownload the ZIP, without optimization it works.

gorem2k wrote:Nice lightning effect though.
That doesn't depend on me, I just selected the same effect as Chain Reaction. :)

gorem2k wrote:bug: equipped Goblin gets +1/+1 and all types but other unequipped Goblin creature in play receive changeling as well. Don't know if you see what I mean..
I can't see anything wrong in your code... are you sure that there weren't other effects around?

sumomole wrote:Has all creature types doesn't mean has the changeling keyword ability. The following code is used to Mutavault, the official card has 221 creature types, and I add Germ to 222, if you add new creature types, should change 1222 to the amount of your creature types.
Adding changeling is still an acceptable approximation in my opinion, since changeling itself probably suffers some approximations as I wrote here. Adding all creature types manually could potentially bring more problems than it solves, because in DotP2012 it led to strange effects (I can't remember exactly what happened, I think some other cards stopped working while the card with all creature types was in play, even if they were apparently unrelated).

sumomole wrote:And there is Screeching Bat firemind has coded.
My version was able to transform only once. BlindWillow found a workaround but I have never been able to understand it completely, that's why I abandoned transform cards in DotP2013.
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