Re: Card Creation Request Thread
would it be possible to get a wad file that contains all cards in this thread? 
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local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)local target_player = EffectDC():Get_PlayerPtr(1)I can't see anything wrong, either. Counting the cards in a PLAY_TIME_ACTION would be wrong if you turn off automatic resolution and use a means to draw a card in response to its activation. I'd suggest to test the card again. You didn't have a Howling Mine or something similar while you were testing, did you?RiiakShiNal wrote:With Venser's Journal, I don't see anything wrong, but if it is counting the cards in hand after the draw step then you could try counting the cards in a PLAY_TIME_ACTION instead of in the RESOLUTION_TIME_ACTION and see if that makes a difference.
There's no problem with storing the chosen color (as in my Silhana Starfletcher) and you can prevent the next damage from a source with a delayed trigger. The tricky thing would be to let the user select a source from a lot of places, because you could receive damage from something on the battlefield, on the graveyard, or on the stack (I can't remember cards that deal damage while staying in hand, that would be a problem because you couldn't distinguish between a card that has been revealed from hand and the other ones, and you wouldn't want to reveal an opponent's hand everytime you activate the Story Circle). I'm not sure if putting all the possible targets in a data chest and let the player choose one from that chest would be good, because maybe there are cards with the same name in different places and you can't distinguish which one is going to deal damage to you now. The only good solution would be to make a query that lets the player choose between battlefield, stack and graveyard (pretty much as my Venser, Shaper Savant).nivmizzet1 wrote:and while I'm here, can someone tell me if it's possible to create Story Circle?
Oh right, I see how that works nowthefiremind wrote:I can't see anything wrong, either. Counting the cards in a PLAY_TIME_ACTION would be wrong if you turn off automatic resolution and use a means to draw a card in response to its activation. I'd suggest to test the card again. You didn't have a Howling Mine or something similar while you were testing, did you?RiiakShiNal wrote:With Venser's Journal, I don't see anything wrong, but if it is counting the cards in hand after the draw step then you could try counting the cards in a PLAY_TIME_ACTION instead of in the RESOLUTION_TIME_ACTION and see if that makes a difference.
Does that mean you'll be testing it?thefiremind wrote:Of course that was just speculation, I'd need to make some tests.

Unfortunately, changing that line of code didn't seem to fix itRiiakShiNal wrote:Instead of:Try:
- Code: Select all
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
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local target_player = EffectDC():Get_PlayerPtr(1)
I can't see any other problem. If it still doesn't work, post your SCRIPT_LOG.TXT.nivmizzet1 wrote:Unfortunately, changing that line of code didn't seem to fix it
I made Story Circle and it seems to work fine as long as you activate it only once for any one source in a single turn. It is possible that activating it multiple times before the source tries to deal damage would prevent only the first attempt to damage because the delayed triggers might fire all at once.nivmizzet1 wrote:Does that mean you'll be testing it?
Script_log says: [lua] [string "CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION)..."]:5: 'end' expected (to close 'if' at line 3) near '<eof>'; which I don't understand, because I can't see any ifs missing an end.thefiremind wrote:I can't see any other problem. If it still doesn't work, post your SCRIPT_LOG.TXT.nivmizzet1 wrote:Unfortunately, changing that line of code didn't seem to fix it
Awesome!thefiremind wrote:I made Story Circle ...
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control mill deck I'm building (once I get Curse of the Bloody Tome working) -- Curse of Exhaustion. Is it possible to restrict the number of spells a player can play in a turn?local lifeGain = CountCardsInHand( controller )local lifeGain = CountCardsInHand( EffectController() )<eof> means "end of file", which makes me think that you inadvertently inserted a special character while copy-pasting... I'd suggest you to delete the whole RESOLUTION_TIME_ACTION and rewrite it.nivmizzet1 wrote:Script_log says: [lua] [string "CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION)..."]:5: 'end' expected (to close 'if' at line 3) near '<eof>'; which I don't understand, because I can't see any ifs missing an end.
There's the Interrogate_SpellsCastThisTurn function so it should be fairly easy.nivmizzet1 wrote:EDIT: Now I only need a single card to complete the/
control mill deck I'm building (once I get Curse of the Bloody Tome working) -- Curse of Exhaustion. Is it possible to restrict the number of spells a player can play in a turn?
The GainLife function just needs 1 parameter: the amount of life.nivmizzet1 wrote:Death Grasp.
script log says: [lua] [string "DEATH_GRASP_3848125_TITLE (RESOLUTION_TIME_ACTION) [963]"]:6: call parameter mismatch - too many or too few a parameter count declared, method GainLife in class __Player
EffectController():GainLife(GetObjectX())I rewrote the resolution time actions. The card still doesn't work, but now in the script log it says:thefiremind wrote:<eof> means "end of file", which makes me think that you inadvertently inserted a special character while copy-pasting... I'd suggest you to delete the whole RESOLUTION_TIME_ACTION and rewrite it.
Thank you! I can't thank you enough!thefiremind wrote:EDIT: here's Curse of Exhaustion.
The correct function name is Get_PlayerPtr (with the underscore).nivmizzet1 wrote:I rewrote the resolution time actions. The card still doesn't work, but now in the script log it says:
CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION) [1821]"]:2: attempt to call method 'GetPlayerPtr' (a nil value)
gah! it's still not working. Script log says nothing nowthefiremind wrote:The correct function name is Get_PlayerPtr (with the underscore).nivmizzet1 wrote:I rewrote the resolution time actions. The card still doesn't work, but now in the script log it says:
CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION) [1821]"]:2: attempt to call method 'GetPlayerPtr' (a nil value)