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https://www.slightlymagic.net/forum/viewtopic.php?f=64&t=4557
Yeah, I figured that was the end of the road on that one. Thanks for all your help though. I am going to just add the art of the Return to Ravnica/Ravnica City Guilds art instead:thefiremind wrote:I'm afraid it means that lands can't have full art in DotP2013 no matter what.

Here is the art for Plains and Forest from the Heart of Worlds deck.NEMESiS wrote:EDIT: If anyone still has DotP 2010 I would appreciate it if you can give me the TDX images for the Heart of Worlds deck.
Did you try adjusting the Masks as well?NEMESiS wrote:Another "minor" issue, the game cuts the image in half and compresses it.
It should accept smaller sizes as long as they are multiples of 4 (and try to keep the proportions, 512x376 is about 1.36:1, otherwise the card will stretch them), but you'll see the bad quality when you zoom the card anyway.Scion of Darkness wrote:Just a question i know tdx are 512x376 or multiples oficial 4 does the game accepts smaller sizes ? M14 slivers crops loose quality when i stretch them
Thank you Riiak but I am still missing the frames for the Mountain, Island and Swamp not to mention I was not able to find the last island image. With that said, thefiremind mentioned that we cannot force the game to use one particular frame so how did 2010 manage that with Heart of Worlds?RiiakShiNal wrote:Here is the art for Plains and Forest from the Heart of Worlds deck.NEMESiS wrote:EDIT: If anyone still has DotP 2010 I would appreciate it if you can give me the TDX images for the Heart of Worlds deck.Did you try adjusting the Masks as well?NEMESiS wrote:Another "minor" issue, the game cuts the image in half and compresses it.
G_BASIC_LAND_FULL_MASK.TDX -> G_BASIC_LAND_MASK.TDX
W_BASIC_LAND_FULL_MASK.TDX -> W_BASIC_LAND_MASK.TDX
I'm making all the guildgates and they will be in my new released decks in a week or so.drleg3nd wrote:any word on the guildgates and maze end ? i'm curious if they are available
<STATIC_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7A">
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:SetControllersTeam( EffectController():GetTeam() )
filter:AddExtra( FILTER_EXTRA_FLIP_TEAM )
filter:SetZone( ZONE_GRAVEYARD )
filter:NotTargetted()
total = filter:Count()
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Power_Set(total)
characteristics:Toughness_Set(total)
</CONTINUOUS_ACTION>
</STATIC_ABILITY>Try this:Master Necro wrote:I'm making all the guildgates and they will be in my new released decks in a week or so.drleg3nd wrote:any word on the guildgates and maze end ? i'm curious if they are available![]()
I am having problems creating Svogthos, the Restless Tomb , because I don't know how to code "This creature's power and toughness are each equal to the number of creature cards in your graveyard.", the only similar code I found is with Consuming Aberration and I don't know how to edit it so it works for my graveyard and only creature cards.Please help.
- Code: Select all
<STATIC_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7A">
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:SetControllersTeam( EffectController():GetTeam() )
filter:AddExtra( FILTER_EXTRA_FLIP_TEAM )
filter:SetZone( ZONE_GRAVEYARD )
filter:NotTargetted()
total = filter:Count()
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Power_Set(total)
characteristics:Toughness_Set(total)
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
<CONTINUOUS_ACTION layer="7A">
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_GRAVEYARD )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetPlayer( EffectController() )
filter:NotTargetted()
total = filter:Count()
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Power_Set(total)
characteristics:Toughness_Set(total)
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
DotP 2010 allowed for specifying card frames so in 2010 framing was just an issue of finding or creating an appropriate frame then specifying it in the card's xml (using the FRAMECOLOUR tag). 2013 does not allow us to specify the frames in the card xml so we can't force specific frames.NEMESiS wrote:Thank you Riiak but I am still missing the frames for the Mountain, Island and Swamp not to mention I was not able to find the last island image. With that said, thefiremind mentioned that we cannot force the game to use one particular frame so how did 2010 manage that with Heart of Worlds?
EDIT: I tested it with the land masks and nothing happened, it still cuts off in half. Also the images you gave me from 2010 are not compatible, they actually look worst. Thanks for helping me anyways.