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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby thefiremind » 01 Nov 2014, 19:20

NEMESiS wrote:Thefiremind had the right idea of first creating a section where we just look at the top 3 cards, after that we make a distinction of just being able to get instants and sorceries from among then. I am having issues making that distinction.
A possible way to do this is to loop through the top 3 cards and see how many instants or sorceries are there, then you use that number for SetPortion. I'm trying to write some code, but I can't guarantee its correctness since I'm not used to DotP2012 anymore, I hope you get the idea anyway:
Code: Select all
    local instants_or_sorceries = 0
    for i=0,2 do
       local card = Object():GetPlayer():Library_GetNth(i)
       if card ~= nil and (card:GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0 or card:GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0) then
          instants_or_sorceries = instants_or_sorceries + 1
       end
    end
    if instants_or_sorceries > 0 then
       local filter = Object():GetFilter()
       filter:Clear()
       filter:NotTargetted()
       filter:SetPlayer( Object():GetPlayer() )
       filter:SetZone( ZONE_LIBRARY )
       filter:SetPortion( instants_or_sorceries )
       filter:AddCardType( CARD_TYPE_SORCERY )
       filter:AddCardType( CARD_TYPE_INSTANT )
       ChooseTarget( "CARD_QUERY_CHOOSE_INSTANT_OR_SORCERY_TO_PUT_INTO_HAND" )
    end
Of course, before this part you still need to make a "dummy query" that shows you all the 3 cards. I like Xander9009's idea, though: if you already selected an instant or sorcery from the "dummy query", you could skip the part I wrote here and use that as the "official" selection.
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Re: Card Creation Request Thread

Postby nguyenxthinh » 02 Nov 2014, 10:37

Hello everyone, any chance I can get Ragged Veins (which seems not working in the early post :( )?
Also, I am looking for some curses for personal use:
Curse of the Forsaken
Curse of Inertia
Curse of Shallow Graves
Curse of Chaos
Curse of Stalked Prey
Curse of the Nightly Hunt
Curse of Predation
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Re: Card Creation Request Thread

Postby migookman » 02 Nov 2014, 13:15

nguyenxthinh wrote:Hello everyone, any chance I can get Ragged Veins (which seems not working in the early post :( )?
Also, I am looking for some curses for personal use:
Curse of the Forsaken
Curse of Inertia
Curse of Shallow Graves
Curse of Chaos
Curse of Stalked Prey
Curse of the Nightly Hunt
Curse of Predation
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="RAGGED_VEINS_79158" />
  <CARDNAME text="RAGGED_VEINS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ragged Veins]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Veines en lambeaux]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Venas rasgadas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Raue Adern]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vene Lacerate]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ほつれた血管]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ragged Veins]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ragged Veins]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Veias Rotas]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="79158" />
  <ARTID value="79158" />
  <ARTIST name="Chippy" />
  <CASTING_COST cost="{1}{B}" />
  <TYPE metaname="Enchantment" />
  <SUB_TYPE metaname="Aura" />
  <EXPANSION value="CHK" />
  <RARITY metaname="C" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flash]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flash]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destello.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufblitzen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lampo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[瞬速]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[섬광]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миг]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lampejo]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLASH" />
  </STATIC_ABILITY>
  <SPELL_ABILITY attach_definition="0">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que la créature enchantée se voit infliger des blessures, son contrôleur perd autant de points de vie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la criatura encantada reciba daño, su controlador pierde la misma cantidad de vida.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der verzauberten Kreatur Schaden zugefügt wird, verliert ihr Beherrscher genau so viele Lebenspunkte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーにダメージが与えられるたび、それのコントローラーはその点数に等しい点数のライフを失う。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que a criatura encantada sofrer dano, o seu controlador perde aquela quantidade de dano em pontos de vida.]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if (target ~= nil and EffectSource() ~= nil) then
            EffectSource():Attach( target )
         end
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </SPELL_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta viene inflitto danno alla creatura incantata, il suo controllore perde altrettanti punti vita.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever enchanted creature is dealt damage, its controller loses that much life.]]></LOCALISED_TEXT>
    <TRIGGER value="OBJECT_TAKES_DAMAGE" damage_type="all">
         if EffectSource() ~= nil then
            return TriggerObject() == EffectSource():GetParent()
         end
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         local damage = Damage():GetAmount()
         if damage ~= 0 then
            local controller = TriggerObjectLKI():GetPlayer()
            EffectSourceLKI():DealDamageTo( damage, controller )
         end
      </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
</CARD_V2>
Here is the code for Ragged Veins.
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Re: Card Creation Request Thread

Postby NEMESiS » 04 Nov 2014, 02:29

thefiremind wrote:
NEMESiS wrote:Thefiremind had the right idea of first creating a section where we just look at the top 3 cards, after that we make a distinction of just being able to get instants and sorceries from among then. I am having issues making that distinction.
A possible way to do this is to loop through the top 3 cards and see how many instants or sorceries are there, then you use that number for SetPortion. I'm trying to write some code, but I can't guarantee its correctness since I'm not used to DotP2012 anymore, I hope you get the idea anyway:
Code: Select all
    local instants_or_sorceries = 0
    for i=0,2 do
       local card = Object():GetPlayer():Library_GetNth(i)
       if card ~= nil and (card:GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0 or card:GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0) then
          instants_or_sorceries = instants_or_sorceries + 1
       end
    end
    if instants_or_sorceries &gt; 0 then
       local filter = Object():GetFilter()
       filter:Clear()
       filter:NotTargetted()
       filter:SetPlayer( Object():GetPlayer() )
       filter:SetZone( ZONE_LIBRARY )
       filter:SetPortion( instants_or_sorceries )
       filter:AddCardType( CARD_TYPE_SORCERY )
       filter:AddCardType( CARD_TYPE_INSTANT )
       ChooseTarget( "CARD_QUERY_CHOOSE_INSTANT_OR_SORCERY_TO_PUT_INTO_HAND" )
    end
Of course, before this part you still need to make a "dummy query" that shows you all the 3 cards. I like Xander9009's idea, though: if you already selected an instant or sorcery from the "dummy query", you could skip the part I wrote here and use that as the "official" selection.
Not sure what Xander wrote as he edited his post. Let me give this a run see what I can do. Thanks! =D>
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Re: Card Creation Request Thread

Postby Xander9009 » 04 Nov 2014, 05:35

NEMESiS wrote:Not sure what Xander wrote as he edited his post. Let me give this a run see what I can do. Thanks! =D>
I mainly said this:

Action 1: Show top three cards, let player choose a card.
Action 2: If chosen card is instant or sorcery, skip. Otherwise, show player top X instants and sorceries where X is the number of I&S among the top three cards, let the player choose a card.
Action 3: Put chosen card in hand and the rest under the library.

(You may notice the second action is exactly what you were saying you had issues with. I misunderstood (by reading very badly) and thought you had trouble with the overall setup. So, I'm pretty sure the part TFM pointed out was the only useful bit.)
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Re: Card Creation Request Thread

Postby Vader » 11 Nov 2014, 10:10

Hello, anyone can give me code of Everlasting Torment for dotp 2014 if it possible?
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Re: Card Creation Request Thread

Postby nguyenxthinh » 14 Nov 2014, 15:03

Could someone send me the xml and the tdx of Fate Transfer please?
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Re: Card Creation Request Thread

Postby nguyenxthinh » 17 Nov 2014, 17:04

And anyway, I found it in MC Brodie's DLC.
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Re: Card Creation Request Thread

Postby nguyenxthinh » 20 Nov 2014, 12:59

I need help with Lightmine Field posted in page 22 (viewtopic.php?f=64&t=4557&start=315). Even I tried the trigger code provided by thefiremind, I can't make it work, it doesn't trigger at all. Please take a look at this XML.
Attachments
LIGHTMINE_FIELD_216339.rar
It doesn't trigger.
(2.12 KiB) Downloaded 442 times
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Re: Card Creation Request Thread

Postby Xander9009 » 20 Nov 2014, 14:42

nguyenxthinh wrote:I need help with Lightmine Field posted in page 22 (viewtopic.php?f=64&t=4557&start=315). Even I tried the trigger code provided by thefiremind, I can't make it work, it doesn't trigger at all. Please take a look at this XML.
Which game are you trying to make it work for? 'Cause that code was made for 2013, I think (it might be 2012, but either way, it's not 2014). dangerous="1", filter:AddCardType, filter:AddExtra, and filter:NotTargetted are in the trigger ability tag or the trigger itself, and they have no meaning in 2014; hence, no triggering if that's where you're trying to use it. If so, here.

Lightning Field - 2014 | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="LIGHTMINE_FIELD_909216339" />
  <CARDNAME text="LIGHTMINE_FIELD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Campo Illu-Minato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtminenfeld]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Champ de lumemines]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Campo de minas luminosas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[光雷原]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поле Световых Мин]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Campo Luminominado]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909216339" />
  <ARTID value="909216339" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se vuoi uccidere parecchi goblin, basta che tu faccia sembrare divertenti le tue difese.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls du viele Goblins töten willst, müssen nur deine Abwehranlagen genügend Spaß versprechen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si vous voulez tuer beaucoup de gobelins, faites leur croire qu’ils vont s’éclater.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si quieres matar muchos trasgos, asegúrate de que tus defensas parezcan divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンをたくさん殺そうとするなら、防御を面白おかしいものに見せろ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если хотите убить много гоблинов, сделайте так, чтобы ваша оборона казалась им забавой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se quiser matar muitos goblins, basta fazer com que suas defesas pareçam divertidas.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="ROE" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una o più creature attaccano, il Campo Illu-Minato infligge a ognuna di quelle creature danno pari al numero di creature attaccanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine oder mehrere Kreaturen angreifen, fügt das Lichtminenfeld jeder dieser Kreaturen so viele Schadenspunkte zu, wie Kreaturen angreifen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’au moins une créature attaque, le Champ de lumemines inflige à chacune de ces créatures un nombre de blessures égal au nombre de créatures attaquantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una o más criaturas ataquen, el Campo de minas luminosas hace daño a cada una de esas criaturas igual a la cantidad de criaturas atacantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1体以上のクリーチャーが攻撃するたび、光雷原はそれらに、それぞれ攻撃しているクリーチャーの総数に等しい点数のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда одно или несколько существ атакуют, Поле Световых Мин наносит каждому из тех существ повреждения, равные количеству атакующих существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma ou mais criaturas atacam, Campo Luminominado causa uma quantidade de dano igual ao número de criaturas atacantes a cada uma dessas criaturas.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKERS_DECLARED">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:Add( FE_IS_ATTACKING, true )
      local filter_count = filter:EvaluateObjects()
      if filter_count &gt; 0 then
        EffectDC():Set_Int(0, filter_count)
        local attackersDC = EffectDC():Make_Chest(0)
        for i=0,filter_count-1 do
          attackersDC:Set_CardPtr( i, filter:GetNthEvaluatedObject(i) )
        end
        return true
      end
      return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:Add( FE_IS_ATTACKING, true )
      EffectDC():Set_Int( 1, filter:Count() )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      local declared_attackers = EffectDC():Get_Int(0)
      local damage = EffectDC():Get_Int(1)
      if declared_attackers &gt; 0 and damage &gt; 0 then
        local attackersDC = EffectDC():Get_Chest(0)
        local source = EffectSource()
        if source == nil then
          source = Object()
        end
        for i=0,declared_attackers-1 do
          local attacker = attackersDC:Get_CardPtr(i)
          if attacker ~= nil then
            EffectSourceLKI():DealDamageTo( damage, attacker )
          end
        end
      end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_SUNBLAST_PLAY" />
  </TRIGGERED_ABILITY>
  <AI_BASE_SCORE score="600" zone="ZONE_IN_PLAY" />
  <AUTHOR><![CDATA[thefiremind]]></AUTHOR>
  <EDITORS><![CDATA[thefiremind, Xander9009]]></EDITORS>
  <DATE><![CDATA[16-02-13, 20-11-14]]></DATE>
</CARD_V2>
If the above triggers strangely, it might still require that "effectcontroller" be set. Not sure. If so, put this back into the trigger.
| Open
Code: Select all
simple_qualifier="controller"
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Re: Card Creation Request Thread

Postby NeoAnderson » 20 Nov 2014, 15:17

Xander i think it could be more shorter to be coded something like :
Lightmine Field | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LIGHTMINE_FIELD_193463" />
  <CARDNAME text="LIGHTMINE_FIELD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Champ de lumemines]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Campo de minas luminosas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtminenfeld]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Campo Illu-Minato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[光雷原]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поле Световых Мин]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Campo Luminominado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[光雷区]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="193463" />
  <ARTID value="193463" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si vous voulez tuer beaucoup de gobelins, faites leur croire qu’ils vont s’éclater.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si quieres matar muchos trasgos, asegúrate de que tus defensas parezcan divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls du viele Goblins töten willst, müssen nur deine Abwehranlagen genügend Spaß versprechen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se vuoi uccidere parecchi goblin, basta che tu faccia sembrare divertenti le tue difese.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンをたくさん殺そうとするなら、防御を面白おかしいものに見せろ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если хотите убить много гоблинов, сделайте так, чтобы ваша оборона казалась им забавой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se quiser matar muitos goblins, basta fazer com que suas defesas pareçam divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[如果你想杀很多鬼怪,只要让自己看来毫无防备就行。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="ROE" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’au moins une créature attaque, le Champ de lumemines inflige à chacune de ces créatures un nombre de blessures égal au nombre de créatures attaquantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una o más criaturas ataquen, el Campo de minas luminosas hace daño a cada una de esas criaturas igual a la cantidad de criaturas atacantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine oder mehrere Kreaturen angreifen, fügt das Lichtminenfeld jeder dieser Kreaturen so viele Schadenspunkte zu, wie Kreaturen angreifen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una o più creature attaccano, il Campo Illu-Minato infligge a ognuna di quelle creature danno pari al numero di creature attaccanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1体以上のクリーチャーが攻撃するたび、光雷原はそれらに、それぞれ攻撃しているクリーチャーの総数に等しい点数のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда одно или несколько существ атакуют, Поле Световых Мин наносит каждому из тех существ повреждения, равные количеству атакующих существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma ou mais criaturas atacam, Campo Luminominado causa uma quantidade de dano igual ao número de criaturas atacantes a cada uma dessas criaturas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一个或更多生物攻击时,光雷区对这些生物各造成伤害,其数量等同于进行攻击的生物数量。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
      <TRIGGER value="ATTACKERS_DECLARED">
      local filter = ClearFilter()
      filter:Add( FE_IS_ATTACKING, true )
      local numCreaturesAttacking = filter:Count()
      if numCreaturesAttacking &gt; 0 then
       EffectDC():Set_Int(0, numCreaturesAttacking)
       return true
      end
      return false
    </TRIGGER>
      <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_IS_ATTACKING, true )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </FILTER>
      <RESOLUTION_TIME_ACTION filter_id="0">
      local numCreaturesAttacking  = EffectDC():Get_Int(0)
      local creature = FilteredCard()
      if numCreaturesAttacking &gt; 0 and creature ~= nil then
       EffectSourceLKI():DealDamageTo(  numCreaturesAttacking, creature )
      end
    </RESOLUTION_TIME_ACTION>
          <SFX text="GLOBAL_SUNBLAST_PLAY" />
   </TRIGGERED_ABILITY>
   <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Card Creation Request Thread

Postby Xander9009 » 20 Nov 2014, 15:29

NeoAnderson wrote:Xander i think it could be more shorter to be coded something like :
Lightmine Field | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LIGHTMINE_FIELD_193463" />
  <CARDNAME text="LIGHTMINE_FIELD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Champ de lumemines]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Campo de minas luminosas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtminenfeld]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Campo Illu-Minato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[光雷原]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поле Световых Мин]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Campo Luminominado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[光雷区]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="193463" />
  <ARTID value="193463" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si vous voulez tuer beaucoup de gobelins, faites leur croire qu’ils vont s’éclater.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si quieres matar muchos trasgos, asegúrate de que tus defensas parezcan divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls du viele Goblins töten willst, müssen nur deine Abwehranlagen genügend Spaß versprechen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se vuoi uccidere parecchi goblin, basta che tu faccia sembrare divertenti le tue difese.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンをたくさん殺そうとするなら、防御を面白おかしいものに見せろ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если хотите убить много гоблинов, сделайте так, чтобы ваша оборона казалась им забавой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se quiser matar muitos goblins, basta fazer com que suas defesas pareçam divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[如果你想杀很多鬼怪,只要让自己看来毫无防备就行。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="ROE" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’au moins une créature attaque, le Champ de lumemines inflige à chacune de ces créatures un nombre de blessures égal au nombre de créatures attaquantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una o más criaturas ataquen, el Campo de minas luminosas hace daño a cada una de esas criaturas igual a la cantidad de criaturas atacantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine oder mehrere Kreaturen angreifen, fügt das Lichtminenfeld jeder dieser Kreaturen so viele Schadenspunkte zu, wie Kreaturen angreifen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una o più creature attaccano, il Campo Illu-Minato infligge a ognuna di quelle creature danno pari al numero di creature attaccanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1体以上のクリーチャーが攻撃するたび、光雷原はそれらに、それぞれ攻撃しているクリーチャーの総数に等しい点数のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда одно или несколько существ атакуют, Поле Световых Мин наносит каждому из тех существ повреждения, равные количеству атакующих существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma ou mais criaturas atacam, Campo Luminominado causa uma quantidade de dano igual ao número de criaturas atacantes a cada uma dessas criaturas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一个或更多生物攻击时,光雷区对这些生物各造成伤害,其数量等同于进行攻击的生物数量。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
      <TRIGGER value="ATTACKERS_DECLARED">
      local filter = ClearFilter()
      filter:Add( FE_IS_ATTACKING, true )
      local numCreaturesAttacking = filter:Count()
      if numCreaturesAttacking &gt; 0 then
       EffectDC():Set_Int(0, numCreaturesAttacking)
       return true
      end
      return false
    </TRIGGER>
      <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_IS_ATTACKING, true )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </FILTER>
      <RESOLUTION_TIME_ACTION filter_id="0">
      local numCreaturesAttacking  = EffectDC():Get_Int(0)
      local creature = FilteredCard()
      if numCreaturesAttacking &gt; 0 and creature ~= nil then
       EffectSourceLKI():DealDamageTo(  numCreaturesAttacking, creature )
      end
    </RESOLUTION_TIME_ACTION>
          <SFX text="GLOBAL_SUNBLAST_PLAY" />
   </TRIGGERED_ABILITY>
   <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Yeah. I didn't even bother trying to properly code it. I just converted everything so it would work with 2014. :) I barely even paid attention to what it was... haha
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Re: Card Creation Request Thread

Postby nguyenxthinh » 20 Nov 2014, 17:25

Xander9009 wrote:Which game are you trying to make it work for? 'Cause that code was made for 2013, I think (it might be 2012, but either way, it's not 2014). dangerous="1", filter:AddCardType, filter:AddExtra, and filter:NotTargetted are in the trigger ability tag or the trigger itself, and they have no meaning in 2014; hence, no triggering if that's where you're trying to use it. If so, here.

Lightning Field - 2014 | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="LIGHTMINE_FIELD_909216339" />
  <CARDNAME text="LIGHTMINE_FIELD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Campo Illu-Minato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtminenfeld]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Champ de lumemines]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Campo de minas luminosas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[光雷原]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поле Световых Мин]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Campo Luminominado]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909216339" />
  <ARTID value="909216339" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se vuoi uccidere parecchi goblin, basta che tu faccia sembrare divertenti le tue difese.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls du viele Goblins töten willst, müssen nur deine Abwehranlagen genügend Spaß versprechen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si vous voulez tuer beaucoup de gobelins, faites leur croire qu’ils vont s’éclater.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si quieres matar muchos trasgos, asegúrate de que tus defensas parezcan divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンをたくさん殺そうとするなら、防御を面白おかしいものに見せろ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если хотите убить много гоблинов, сделайте так, чтобы ваша оборона казалась им забавой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se quiser matar muitos goblins, basta fazer com que suas defesas pareçam divertidas.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="ROE" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una o più creature attaccano, il Campo Illu-Minato infligge a ognuna di quelle creature danno pari al numero di creature attaccanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine oder mehrere Kreaturen angreifen, fügt das Lichtminenfeld jeder dieser Kreaturen so viele Schadenspunkte zu, wie Kreaturen angreifen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’au moins une créature attaque, le Champ de lumemines inflige à chacune de ces créatures un nombre de blessures égal au nombre de créatures attaquantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una o más criaturas ataquen, el Campo de minas luminosas hace daño a cada una de esas criaturas igual a la cantidad de criaturas atacantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1体以上のクリーチャーが攻撃するたび、光雷原はそれらに、それぞれ攻撃しているクリーチャーの総数に等しい点数のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда одно или несколько существ атакуют, Поле Световых Мин наносит каждому из тех существ повреждения, равные количеству атакующих существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma ou mais criaturas atacam, Campo Luminominado causa uma quantidade de dano igual ao número de criaturas atacantes a cada uma dessas criaturas.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKERS_DECLARED">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:Add( FE_IS_ATTACKING, true )
      local filter_count = filter:EvaluateObjects()
      if filter_count &gt; 0 then
        EffectDC():Set_Int(0, filter_count)
        local attackersDC = EffectDC():Make_Chest(0)
        for i=0,filter_count-1 do
          attackersDC:Set_CardPtr( i, filter:GetNthEvaluatedObject(i) )
        end
        return true
      end
      return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:Add( FE_IS_ATTACKING, true )
      EffectDC():Set_Int( 1, filter:Count() )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      local declared_attackers = EffectDC():Get_Int(0)
      local damage = EffectDC():Get_Int(1)
      if declared_attackers &gt; 0 and damage &gt; 0 then
        local attackersDC = EffectDC():Get_Chest(0)
        local source = EffectSource()
        if source == nil then
          source = Object()
        end
        for i=0,declared_attackers-1 do
          local attacker = attackersDC:Get_CardPtr(i)
          if attacker ~= nil then
            EffectSourceLKI():DealDamageTo( damage, attacker )
          end
        end
      end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_SUNBLAST_PLAY" />
  </TRIGGERED_ABILITY>
  <AI_BASE_SCORE score="600" zone="ZONE_IN_PLAY" />
  <AUTHOR><![CDATA[thefiremind]]></AUTHOR>
  <EDITORS><![CDATA[thefiremind, Xander9009]]></EDITORS>
  <DATE><![CDATA[16-02-13, 20-11-14]]></DATE>
</CARD_V2>
If the above triggers strangely, it might still require that "effectcontroller" be set. Not sure. If so, put this back into the trigger.
| Open
Code: Select all
simple_qualifier="controller"
I am using mtg 2014.
when I used your code, Lightmine Field triggered with a beautiful blast, but no damage was dealt.
Then I put simple_qualifier="controller" into the trigger, It did not trigger anymore.
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Re: Card Creation Request Thread

Postby Xander9009 » 20 Nov 2014, 17:27

nguyenxthinh wrote:I am using mtg 2014.
when I used your code, Lightmine Field triggered with a beautiful blast, but no damage was dealt.
Then I put simple_qualifier="controller" into the trigger, It did not trigger anymore.
Try Neo's version.
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Re: Card Creation Request Thread

Postby nguyenxthinh » 20 Nov 2014, 17:36

NeoAnderson wrote:Xander i think it could be more shorter to be coded something like :
Lightmine Field | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LIGHTMINE_FIELD_193463" />
  <CARDNAME text="LIGHTMINE_FIELD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Champ de lumemines]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Campo de minas luminosas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtminenfeld]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Campo Illu-Minato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[光雷原]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поле Световых Мин]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Campo Luminominado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[光雷区]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Lightmine Field]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="193463" />
  <ARTID value="193463" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si vous voulez tuer beaucoup de gobelins, faites leur croire qu’ils vont s’éclater.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si quieres matar muchos trasgos, asegúrate de que tus defensas parezcan divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls du viele Goblins töten willst, müssen nur deine Abwehranlagen genügend Spaß versprechen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se vuoi uccidere parecchi goblin, basta che tu faccia sembrare divertenti le tue difese.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンをたくさん殺そうとするなら、防御を面白おかしいものに見せろ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если хотите убить много гоблинов, сделайте так, чтобы ваша оборона казалась им забавой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se quiser matar muitos goblins, basta fazer com que suas defesas pareçam divertidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[如果你想杀很多鬼怪,只要让自己看来毫无防备就行。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[If you want to kill a lot of goblins, just make sure your defenses look like fun.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="ROE" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’au moins une créature attaque, le Champ de lumemines inflige à chacune de ces créatures un nombre de blessures égal au nombre de créatures attaquantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una o más criaturas ataquen, el Campo de minas luminosas hace daño a cada una de esas criaturas igual a la cantidad de criaturas atacantes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine oder mehrere Kreaturen angreifen, fügt das Lichtminenfeld jeder dieser Kreaturen so viele Schadenspunkte zu, wie Kreaturen angreifen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una o più creature attaccano, il Campo Illu-Minato infligge a ognuna di quelle creature danno pari al numero di creature attaccanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1体以上のクリーチャーが攻撃するたび、光雷原はそれらに、それぞれ攻撃しているクリーチャーの総数に等しい点数のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда одно или несколько существ атакуют, Поле Световых Мин наносит каждому из тех существ повреждения, равные количеству атакующих существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma ou mais criaturas atacam, Campo Luminominado causa uma quantidade de dano igual ao número de criaturas atacantes a cada uma dessas criaturas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一个或更多生物攻击时,光雷区对这些生物各造成伤害,其数量等同于进行攻击的生物数量。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.]]></LOCALISED_TEXT>
      <TRIGGER value="ATTACKERS_DECLARED">
      local filter = ClearFilter()
      filter:Add( FE_IS_ATTACKING, true )
      local numCreaturesAttacking = filter:Count()
      if numCreaturesAttacking &gt; 0 then
       EffectDC():Set_Int(0, numCreaturesAttacking)
       return true
      end
      return false
    </TRIGGER>
      <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_IS_ATTACKING, true )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </FILTER>
      <RESOLUTION_TIME_ACTION filter_id="0">
      local numCreaturesAttacking  = EffectDC():Get_Int(0)
      local creature = FilteredCard()
      if numCreaturesAttacking &gt; 0 and creature ~= nil then
       EffectSourceLKI():DealDamageTo(  numCreaturesAttacking, creature )
      end
    </RESOLUTION_TIME_ACTION>
          <SFX text="GLOBAL_SUNBLAST_PLAY" />
   </TRIGGERED_ABILITY>
   <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Lightmine Field seems working well now.
@Xander9009&NeoAnderson: Thanks guys. Without this I can not complete my anti-token-creatures deck.
nguyenxthinh
 
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