Re: Card Creation Request Thread
approvedRiiakShiNal wrote:It looks like Infinite Reflection works fine if you remove the internal="1" from the second TRIGGERED_ABILITY.
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approvedRiiakShiNal wrote:It looks like Infinite Reflection works fine if you remove the internal="1" from the second TRIGGERED_ABILITY.
I add EffectDC():Set_CardPtr(0, TriggerObject()), it seems to work fine.thefiremind wrote:If you changewith
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<DURATION>
return TriggerObject() == nil or
(TriggerObject():GetZone() ~= ZONE_TRANSITION and TriggerObject():GetZone() ~= ZONE_IN_PLAY)
</DURATION>Infinite Reflection works, but the cards still retain their transformation when they leave the battlefield. I thought that there was 1 pointer protection too much, so I tried to delete
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<DURATION>
return TriggerObject() == nil
</DURATION>but do you know what happened? The opponent's creatures were correctly losing their transformation when hitting the graveyard, while mine were not!
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EffectDC():Protect_CardPtr(COMPARTMENT_ID_PARAM_TRIGGER_OBJECT)I guess the solution would involve saving TriggerObject() into another pointer and do all the things from there, but I remember that being my first implementation of Infinite Reflection and couldn't get it to work.
If you use ZONECHANGE_TRANSITION, you must use internal="1" and pre_trigger="1", otherwise the creature will enter the battlefield and then becomes a copy of enchanted creature, not enter the battlefield as a copy of enchanted creature, it will trigger its enters-the-battlefield trigger, not the copy's trigger.RiiakShiNal wrote:It looks like Infinite Reflection works fine if you remove the internal="1" from the second TRIGGERED_ABILITY.
Thank you, I fixed the above code.BloodReyvyn wrote:each other" in this case, I imagine, would mean every non-token creature other than the creature it is attached to when it becomes attached would become a copy of that creature.sumomole wrote:But I also have a question, what does each other mean? It means except for the first creature or the second?"
So, assuming you used Simic Guildmage to move the enchantment in response to it's comes into play ability, I imagine it would retain the original target creature it was attached to to copy. I may be wrong as it's an odd wording. But since it says becomes a copy of "that" creature, I believe it means the first creature it was attached to.
<ACTIVATED_ABILITY dangerous="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}: La prossima volta che una magia istantaneo o stregoneria ti infligge del danno in questo turno, quella magia infligge invece quel danno al proprio controllore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}: Das nächste Mal, sobald ein Spontanzauber oder eine Hexerei dir in diesem Zug Schaden zufügen würde, fügt der Zauberspruch diesen Schaden stattdessen seinem Beherrscher zu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}: La prochaine fois qu’un sort d’éphémère ou de rituel devrait vous infliger des blessures ce tour-ci, ce sort inflige ces blessures à son contrôleur à la place.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}: La siguiente vez que un hechizo de instantáneo o de conjuro fuera a hacerte daño este turno, en vez de eso, ese hechizo hace ese daño a su controlador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}: Na próxima vez que uma mágica instantânea ou um feitiço fosse causar dano a você neste turno, aquela mágica causa, ao invés disso, aquela quantidade de dano ao seu controlador.]]></LOCALISED_TEXT>
<COST type="Mana" cost="{1}" />
<RESOLUTION_TIME_ACTION>
MTG():CreateDelayedTrigger(1, nil)
</RESOLUTION_TIME_ACTION>
<SFX text="CASTER_BUFF_PLAY" />
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY internal="1" pre_trigger="1" resource_id="1" priority="-10">
<CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
<TRIGGER value="PLAYER_TOOK_DAMAGE" simple_qualifier="controller">
local source = Damage():GetSource()
if source ~= nil and source:GetPlayer() ~= nil then
return source:GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0 or source:GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
Damage():SetReceivingPlayer( Damage():GetSource():GetPlayer() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>hehe, didn't think of that. need sleep.thefiremind wrote:About testing, why don't you make the AI use this card? If you can manage to kill yourself with your own spells, then it works.
These cards need my functions from here. and I can't code Crypt Ghast.MalevolentZero wrote:Alright, got a few more cards I would like to add to my request!
Orochi Leafcaller
Chromatic Lantern
Basilica Screecher
Thrull Parasite
Crypt Ghast
Magus of the Coffers
Syphon Soul
Blood Tithe
Blighted Agent
Unstable Mutation
Really want someone to tackle those first two D:.
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2>
<FILENAME text="TEFERI_MAGE_OF_ZHALFIR_244667" />
<CARDNAME text="TEFERI_MAGE_OF_ZHALFIR" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="244667" />
<ARTID value="A244667" />
<ARTIST name="Volkan Baga" />
<CASTING_COST cost="{2}{U}{U}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" order_fr-FR="0" order_es-ES="1" order_de-DE="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_ru-RU="0" order_pt-BR="0" />
<SUB_TYPE metaname="Wizard" order_fr-FR="1" order_es-ES="0" order_de-DE="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_ru-RU="1" order_pt-BR="1" />
<EXPANSION value="V11" />
<RARITY metaname="M" />
<POWER value="3" />
<TOUGHNESS value="4" />
<STATIC_ABILITY active_zone="ZONE_HAND">
<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>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_FLASH, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le carte creatura che possiedi che non sono sul campo di battaglia hanno lampo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
<FILTER>
local filteredCard = FilteredCard()
local objectPlayer = Object():GetPlayer()
return ((filteredCard ~= nil) and filteredCard:GetPlayer() == objectPlayer and (filteredCard:GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0) and (filteredCard:GetZone() == (ZONE_HAND)))
</FILTER>
<CONTINUOUS_ACTION layer="6">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
if characteristics ~= nil then
characteristics:Characteristic_Set( CHARACTERISTIC_FLASH, 1 )
end
end
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni avversario può lanciare magie solo in ogni momento in cui potrebbe lanciare una stregoneria.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>