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Re: Card Creation Request Thread

PostPosted: 12 Apr 2014, 00:25
by lilqi
Hi,

i would like to use Spreading Plague for my mutilation-based deck (DotP 2014).

could someone please post the code for it? if it's not too much trouble writing it :oops:

Re: Card Creation Request Thread

PostPosted: 12 Apr 2014, 09:48
by thefiremind
lilqi wrote:Spreading Plague
It's been a while since my last modded card, so I hope I didn't make any big mistakes...
Spreading Plague (untested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SPREADING_PLAGUE_23057" />
  <CARDNAME text="SPREADING_PLAGUE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Peste contagieuse]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Peste Propagadora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausbreitende Pest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pestilenza Epidemica]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Disseminação da Praga]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="23057" />
  <ARTID value="23057" />
  <ARTIST name="Scott Bailey" />
  <CASTING_COST cost="{4}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La souche la plus cruelle de la peste laissait son hôte vivant juste le temps nécessaire pour qu’il rentre dans son foyer et infecte sa famille.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die grausamsten Arten der Pest hielten ihre Wirte so lange am Leben, bis sie nach Hause zurückkehrten und ihre Familien auch anstecken konnten.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il ceppo di pestilenza più crudele mantiene in vita l’ospite abbastanza a lungo da tornare a casa ed infettare la propria famiglia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="IN" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature arrive en jeu, détruisez toutes les autres créatures qui ont au moins une couleur en commun avec elle. Elles ne peuvent pas être régénérées.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur ins Spiel kommt, zerstöre alle anderen Kreaturen, die mit ihre eine Farbe gemeinsam haben. Sie können nicht regeneriert werden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura entra nel campo di battaglia, distruggi tutte le altre creature con almeno un colore in comune con essa. Non possono essere rigenerate.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
    </TRIGGER>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add( FE_CARD_INSTANCE, OP_NOT, TriggerObject() )
    filter:Add( FE_LUA_CONDITION, 1, EffectController(), EffectDC() )
    </FILTER>
    <FILTER_CONDITION id="1">
    local colors = TriggerObjectLKI():GetColour()
    return colors:GetNumColours() &gt; 0 and FilteredCard() ~= nil and FilteredCard():GetColour():TestAny(colors)
    </FILTER_CONDITION>
    <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():DestroyWithoutRegenerate()
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_MASSACRE_PLAY" />
  </TRIGGERED_ABILITY>
</CARD_V2>
I added a check for the creature not being colorless just to be sure (colorless creatures don't share a color with anyone).

Re: Card Creation Request Thread

PostPosted: 12 Apr 2014, 10:31
by lilqi
My deepest gratitude kind sir. =D>

edit: i just tested the card and it works perfectly, thx again :D

Re: Card Creation Request Thread

PostPosted: 13 Apr 2014, 08:14
by Ferrix
thefiremind wrote:I added a check for the creature not being colorless just to be sure (colorless creatures don't share a color with anyone).
Yes, from what I see that is necessary for such cards (Radiance doesn't work correctly without it, at least). So this is good programming!

Re: Card Creation Request Thread

PostPosted: 16 Apr 2014, 05:28
by AngelLestat
Hi, someone know if cards like:

Wonder
Genesis

Are already coded in some mods?

In the mods that I have, I only could find from the Incarnations cards:

Anger
Valor
Glory
Brawn
These last ones, are all made by "The Firemind M"

Re: Card Creation Request Thread

PostPosted: 24 May 2014, 20:33
by loookaz
hi guys. sorry if someone asked about it before, but is there any mod in which i can find Great Sable Stag and Overgrown Battlement?

thank you in advance

lucas

Re: Card Creation Request Thread

PostPosted: 13 Jun 2014, 04:15
by MasterXploder7
could i request these for Duels of the Planeswalkers 2014? :D
Sadistic Sacrament
Szadek, Lord of Secrets
Lighthouse Chronologist
These would be wonderful for everyone as well :)

Re: Card Creation Request Thread

PostPosted: 30 Jun 2014, 02:55
by NEMESiS
So can someone help me with this code for Dreamscape Artist? Its 2012 code btw. It will tap, discard the card and sacrifice the land but it will not fetch the lands.


Code: Select all
 
  <ACTIVATED_ABILITY>
    <COST type="Mana" cost="{2}{U}" />
    <COST type="TapSelf" />
    <COST type="Discard">
      <PLAYTIME>
      ChooseTarget( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
      </PLAYTIME>
      <TARGET_DETERMINATION>
      local filter = Object():GetFilter()
      filter:Clear()
      filter:SetPlayer( Object():GetPlayer() )
      filter:SetZone( ZONE_HAND )
      filter:NotTargetted()
      return TargetGoodF()
      </TARGET_DETERMINATION>
    </COST>
    <TARGET_DETERMINATION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetController( Object():GetPlayer() )
    filter:AddCardType( CARD_TYPE_LAND )
    filter:SetZone( ZONE_IN_PLAY )
    filter:NotTargetted()
    if filter:CountStopAt( 1 ) == 0 then
      return TARGET_DETERMINATION_NONE
    end
    filter:Clear()
    filter:AddCardType( CARD_TYPE_LAND )
    filter:SetZone( ZONE_IN_PLAY )
    return TargetBadF()
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION>
    local filter = Object():GetFilter()
    local player = Object():GetPlayer()
    filter:Clear()
    filter:SetController( player )
    filter:AddCardType( CARD_TYPE_LAND )
    filter:SetZone( ZONE_IN_PLAY )
    filter:NotTargetted()
    filter:PlayerAntiHint( player )
    player:ChooseTargetDC( "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE", MTG():EffectDataChest():Make_Targets( 1 ) )
    </PLAY_TIME_ACTION>
    <PLAY_TIME_ACTION>
    if (MTG():EffectDataChest():Get_Targets( 1 ) ~= nil and MTG():EffectDataChest():Get_Targets( 1 ):Get_CardPtr( 0 ) ~= nil) then
      MTG():EffectDataChest():Get_Targets( 1 ):Get_CardPtr( 0 ):Sacrifice()
    end
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:NotTargetted()
    filter:AddCardType( CARD_TYPE_LAND )
    filter:AddSupertype( SUPERTYPE_BASIC )
    filter:PlayerHint( Object():GetPlayer() )
    filter:SetZone( ZONE_LIBRARY )
    filter:PlayerHint( Object():GetPlayer() )
    SearchLibraryForNCards( Object():GetPlayer(),  "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_BATTLEFIELD", 2 )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_array = {}
    for i=0,2 do
      target_array[i] = Object():GetNthTargetCard(i)
    end
    for i=0,2 do
      if target_array[i] ~= nil then
        target_array[i]:PutIntoPlay( Object():GetPlayer() )
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    Object():GetOwner():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>

Re: Card Creation Request Thread

PostPosted: 30 Jun 2014, 04:58
by sumomole
NEMESiS wrote:So can someone help me with this code for Dreamscape Artist? Its 2012 code btw. It will tap, discard the card and sacrifice the land but it will not fetch the lands.
Goblin Razerunners + Putrid Imp + Khalni Heart Expedition
EDIT 2:
Dreamscape Artist | Open
Code: Select all
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
    <COST mana_cost="{2}{U}" type="Mana" />
    <COST type="TapSelf" />
    <COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetZone( ZONE_HAND, EffectController() )
    </COST_DEFINITION>
    <COST type="Sacrifice" definition="1" compartment="2" query_tag="CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE" item_count="1" />
    <COST_DEFINITION id="1">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    </COST_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
    filter:SetZone( ZONE_LIBRARY, effectController)
    effectController:SetItemCount( 2 )
    effectController:SetItemPrompt( 0, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
    effectController:SetItemPrompt( 1, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
    effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    for i = 0,(2-1) do
       local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target_card ~= nil  then
          target_card:PutOntoBattlefield( EffectController() )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_target="1" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
  </ACTIVATED_ABILITY>

Re: Card Creation Request Thread

PostPosted: 30 Jun 2014, 05:20
by NEMESiS
sumomole wrote:
NEMESiS wrote:So can someone help me with this code for Dreamscape Artist? Its 2012 code btw. It will tap, discard the card and sacrifice the land but it will not fetch the lands.
Goblin Razerunners + Putrid Imp + Khalni Heart Expedition
Dreamscape Artist | Open
Code: Select all
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
    <COST mana_cost="{2}{U}" type="Mana" />
    <COST type="TapSelf" />
    <COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
    <COST type="Sacrifice" definition="0" compartment="0" query_tag="CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    </COST_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
    filter:SetZone( ZONE_LIBRARY, effectController)
    effectController:SetItemCount( 2 )
    effectController:SetItemPrompt( 0, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
    effectController:SetItemPrompt( 1, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
    effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    for i = 0,(2-1) do
       local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target_card ~= nil  then
          target_card:PutOntoBattlefield( EffectController() )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_target="1" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
  </ACTIVATED_ABILITY>
Thank you Sumo but I was originally looking for the 2012 code, that is the 2014 one. Unfortunately it does not work on 2012. :( On the flip side I tried it on 2014 and it worked great!

EDIT: Apparently it allows me to sacrifice any permanent rather than just the land. Odd, it has the:

Code: Select all
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    </COST_DEFINITION>

Re: Card Creation Request Thread

PostPosted: 01 Jul 2014, 09:16
by sumomole
NEMESiS wrote:I was originally looking for the 2012 code
fortunately, I find these three cards in 2012, but I can't test, because I don't want to install 2012.
untested | Open
Code: Select all
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
    <COST type="Mana" cost="{2}{U}" />
    <COST type="TapSelf" />
    <COST type="DISCARD" number="1">
      <TARGET_DETERMINATION>
      local filter = Object():GetFilter()
      filter:Clear()
      filter:SetZone( ZONE_HAND )
      filter:SetPlayer( Object():GetPlayer() )
      return TargetBadF()
      </TARGET_DETERMINATION>
      <PLAYTIME>
      ChooseTarget( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
      </PLAYTIME></COST>
    <COST type="Sacrifice">
      <PLAYTIME>
      ChooseTarget( "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE" )
      </PLAYTIME>
      <TARGET_DETERMINATION>
      local filter = Object():GetFilter()
      filter:Clear()
      filter:SetController( Object():GetPlayer() )
      filter:AddCardType( CARD_TYPE_LAND )
      filter:SetZone( ZONE_IN_PLAY )
      return TargetBadF()
      </TARGET_DETERMINATION>
    </COST>
    <RESOLUTION_TIME_ACTION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:NotTargetted()
    filter:AddCardType( CARD_TYPE_LAND )
    filter:AddSupertype( SUPERTYPE_BASIC )
    filter:SetPlayer( Object():GetOwner() )
    filter:SetZone( ZONE_LIBRARY )
    filter:May()
    Object():GetPlayer():SetTargetCount( 2 )
    Object():GetPlayer():SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_BATTLEFIELD" )
    Object():GetPlayer():SetTargetPrompt( 1, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_BATTLEFIELD" )
    Object():GetPlayer():ChooseTargetsWithFlags( QUERY_FLAG_CAN_BE_FINISHED_EARLY )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_array = {}
    for i=0,8 do
      target_array[i] = Object():GetNthTargetCard(i)
    end
    for i=0,8 do
      if target_array[i] ~= nil then
        target_array[i]:PutIntoPlay( Object():GetPlayer() )
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    Object():GetOwner():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY behaviour="InResponseOrBeforeHisUntap" />
    <AI_AVAILABILITY behaviour="InResponseOrDuringCombat" />
  </ACTIVATED_ABILITY>

Re: Card Creation Request Thread

PostPosted: 02 Jul 2014, 03:11
by NEMESiS
Works like a charm! :D Thanks sumo!

Re: Card Creation Request Thread

PostPosted: 03 Jul 2014, 10:01
by AndreasD
Hello,

did anyone create the artifact That Which Was Taken ?
If not, is anybody able to create this card?

Andi

Re: Card Creation Request Thread

PostPosted: 04 Jul 2014, 06:03
by h8full
Could someone create spectral procession card please?

Re: Card Creation Request Thread

PostPosted: 24 Jul 2014, 05:55
by triskelion
I can imagine that everyone must be incredibly busy with trying to figure out Magic 2015 and those ZED files, but would anyone by chance be able to make me a Kalonian Twingrove card from the new core set?