Re: Card Creation Request Thread
Oh, I see. Thanks for the info!
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The -4/-4 Doesn't work for the Grixis Charm.thefiremind wrote:This is what's left after removing the cards that SoulStorm listed as already available. But Training Grounds and Urborg, Tomb of Yawgmoth cannot be coded, so only Dark Confidant and Grixis Charm remain.I'm fascinated by Master Biomancer, too... I think that the new Simic will be much more fun than the old ones (except Experiment Kraj which is one of my favorite cards, but it cannot be coded).SoulStorm wrote:How about the following cards for my latest deck idea?
Master Biomancer
Hornet Queen
Loaming Shaman
Glen Elendra Archmage
Thanks!
I'll see what I can do for those cards (Dark Confidant and Grixis Charm included).
EDIT: Here are the cards for Novitius:Notes:Cards for SoulStorm coming later.
- Both are untested.
- Dark Confidant, despite its fame, didn't have a proper hi-res picture available, so I merged a very cropped hi-res picture with a full low-res picture. If you look very closely you can see the difference, but it was the best deal I could think of.
- Grixis Charm needs some localised strings in TEXT_PERMANENT:
If you don't know how to do that, check the XML files inside the TEXT_PERMANENT folder of most mods and use them as templates, it's not that hard to understand and you can do it with Excel or Notepad (or similar software). The card works even without them, it's just a bit ugly to see the "raw" strings in the mode choice.
- CARD_QUERY_PERMANENT_IN_HAND = Return target permanent to its owner’s hand.
- CARD_QUERY_CREATURE_LOSES_4_4 = Target creature gets -4/-4 until end of turn.
- CARD_QUERY_CREATURES_YOU_CONTROL_GET_2_0 = Creatures you control get +2/+0 until end of turn.
EDIT 2: And here are the cards requested by SoulStorm: I made a single ZIP file just to avoid clogging the post with attachments.I tested Master Biomancer and Loaming Shaman because they were a bit more complicated, and they work. The other cards should work as well (I hope
).
and if you take a look there, you'll see XML files that aren't cards, but Excel tables. I made a sample just for Grixis Charm: so make a TEXT_PERMANENT folder in your mod if you didn't make one before, and extract this ZIP file into that folder. You tested Grixis Charm before, so if you test it after doing this, you'll recognize the difference. Then I'm sure that if you open CARD_UI_TEXT_NOVITIUS.XML you'll understand how it works (and how to add additional entries when needed).thefiremind wrote:check the XML files inside the TEXT_PERMANENT folder of most mods and use them as templates
What a terrible card you choose to make.thefiremind wrote:There it is. I made it so that the card is revealed only if you choose not to use it, because if you use it, then everybody can see it without the need to reveal.
The picture is hi-res because it has been previewed in a GTC art gallery article (when the actual card wasn't previewed yet).
No problem. By the way, sorry if I wrote Novitius instead of Nemesis on the filename, you can rename it (any name is OK as long as it's not used in other mods)... I got confused by the multiple quotes...NEMESiS wrote:EDIT: Firemind, thank you good sir. I will check it out.
No worries, considering that the card is now fixed I forgive you. lolthefiremind wrote:No problem. By the way, sorry if I wrote Novitius instead of Nemesis on the filename, you can rename it (any name is OK as long as it's not used in other mods)... I got confused by the multiple quotes...NEMESiS wrote:EDIT: Firemind, thank you good sir. I will check it out.
If you think about it, it has a meaning: that's what you would do against a deathtouch creature (trade with something that can beat it without being too important). I have another idea, but it will make impossible to use removal spells/abilities between attackers and blockers' declarations: adding indestructibility together with deathtouch:SoulStorm wrote:The AI won't block with its highest power creature, which is an improvement, but it does block with a creature with enough power to kill the creature if it wasn't protected by Vigor.
characteristics:Characteristic_Set( CHARACTERISTIC_DEATHTOUCH, 1 ) -- this is the existing code
characteristics:Characteristic_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 ) -- this should be addedI think we are going on a neverending road... there will always be some scenario where the AI won't be able to decide correctly. Just to start, there are particular kinds of evasion that cannot be checked: for example there's no code that can tell you if a card has protection from something.SoulStorm wrote:Something needs to be done with the AI attacking into Vigor protected creatures as well. Requiring evasion, or enough trample damage to kill the opponent outright would probably work, though I don't know if that can be done.
That's understandable, too: you would attack against a Dawn Elemental with a trample creature because the trample damage would pass anyway. You could try giving Engulfing Slagwurm deathtouch and first strike before attackers are declared... but then again, creatures with first strike and trample would ignore it just like Primordial Hydra.SoulStorm wrote:And sadly, just when I thought the AI was handling Engulfing Slagwurm a bit more intelligently, it attacked with a 64/64 Primordial Hydra while I had the Engulfing Slagwurm available as a blocker.
I appreciate challenging tasks like this, the problem is that we are trying to "hack" over bugs because we can't fix them properly, and this usually doesn't give great results.SoulStorm wrote:I appreciate the help Firemind but if I've gone overboard in the request department I understand. I know I've asked you to go to a lot of trouble for two cards.
Just a tip... wouldn't those be the perfect cards to take your first attempt at coding a card? Bolas' deck contains Igneous Pouncer and Jhessian Zombies: if you start from one of those, there's no code to invent. Defender can be copied from Carven Caryatid or any other official card with defender, and X-cycling can become Y-cycling by substituting all instances of X with Y in the code (where X and Y are basic land types of course). Then you have to change the name, the IDs, the cost, the sub-types, power/toughness, and the localised text (that you can fetch automatically with my tool, even if the comma-separated abilities will be merged into 1 and you'll have to divide the text manually).NEMESiS wrote:So can one of you gentlemen make me Valley Rannet and Sanctum Plowbeast? I have a soft spot for those cycling cards.
I will give it a try, my goal is to eventually upload a custom made deck here. I already know what the deck will be and I just need some cards including Abrupt Decay (I have Consume the Meek, Supreme Verdict and Maelstrom Pulse that I can probably merge together). Wish me luck!thefiremind wrote:Just a tip... wouldn't those be the perfect cards to take your first attempt at coding a card? Bolas' deck contains Igneous Pouncer and Jhessian Zombies: if you start from one of those, there's no code to invent. Defender can be copied from Carven Caryatid or any other official card with defender, and X-cycling can become Y-cycling by substituting all instances of X with Y in the code (where X and Y are basic land types of course). Then you have to change the name, the IDs, the cost, the sub-types, power/toughness, and the localised text (that you can fetch automatically with my tool, even if the comma-separated abilities will be merged into 1 and you'll have to divide the text manually).NEMESiS wrote:So can one of you gentlemen make me Valley Rannet and Sanctum Plowbeast? I have a soft spot for those cycling cards.
Everybody here started with cards that required no new code to be made, and raised the difficulty level while learning. It's not really that hard once you get the hang of it.
Great news! I managed to create both cards and are 100% functional and have proper art.thefiremind wrote:You can find Abrupt Decay (and other RTR cards) here.
Good luck then! If something doesn't work, don't be afraid to ask.
You're absolutely correct, my compulsiveness got the better of me. The reality is, 9 time out of time, once these cards hit the board, if the AI can't remove them, you're going to win regardless of how the AI attacks or blocks.thefiremind wrote:I think we are going on a neverending road... there will always be some scenario where the AI won't be able to decide correctly.
Anyway, I was thinking... these aren't really difficult cards to understand in my opinion. The AI should look at least 1 turn ahead when computing what to do... unless you did something to the AI difficulty. Is your difficulty set to Planeswalker? Did you try to edit DIFFICULTY_SETTINGS.XML?SoulStorm wrote:You're absolutely correct, my compulsiveness got the better of me. The reality is, 9 time out of time, once these cards hit the board, if the AI can't remove them, you're going to win regardless of how the AI attacks or blocks.thefiremind wrote:I think we are going on a neverending road... there will always be some scenario where the AI won't be able to decide correctly.