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Basic Card.xml format

PostPosted: 26 Jun 2010, 01:15
by Uresti
Image

1.- <TITLE text="CANYON_MINOTAUR_TITLE" /> -- This is the XML reference title* for the card
<FILENAME text="Canyon_Minotaur" /> -- This is the name of the Card file we are creating.
<COLLECTIONMAX value="249" />
<COLLECTORNUMBER value="130" /> -- Program Values for the cards**
2.- <ARTID value="118765" /> -- "118765" Is the name of the picture.TDX
<FRAMECOLOUR name="R" /> -- "R" Frame color of the Card (Red,blUe,White,Black,Green or Land)
<COLOR value="R" /> -- Group color card belongs to. (Red,blUe,White,Black,Green,Land and Z
for Gold Cards)
3.- <CASTING_COST cost="{3}{R}" /> -- Casting cost of the card in this case {3} colorless {R}Red
4.- <ARTIST name="Steve Prescott" /> -- Can be any (not stored in any way)
5.- <TYPE metaname="Creature" /> -- Program value for TYPE of permanent
6.- <SUB_TYPE metaname="Warrior" /> -- Program value for SUB_TYPE of permanent
<SUB_TYPE metaname="Minotaur" />
7.- <POWER value="3" /> -- Value of the power of our creature at least 0
<TOUGHNESS value="3" /> Value of the power of our creature at least 0
8.- <FLAVOURTEXT text="CANYON_MINOTAUR_FLAVOUR" /> XML reference text for our card*
<EXPANSION metaname="M10" /> -- "M10" is the name of the XML file "M10_CARD_TEXT"
<RARITY metaname="common" /> -- Rarity of our card. Its reflected in the colour of the Symbol
(rare,common,uncommon)
* We Should make a XML base to store the references for all the cards that we create
** Internal values for the collection. until now i dont know if those have an impact on the game.

Format of the XML Spreadsheet Yourname_CARD_TEXT:
Image

If you want to see some of the capabilities of a MOD download this fake dlc, uncompress to your MTG DOTP directory. This add Some cards from the Alpha set
http://www.mediafire.com/file/d2umorjzlzh/Data_DLC_9999.rar

Re: Basic Card.xml format

PostPosted: 26 Jun 2010, 19:38
by omnix32
We can mix and make any deck we want to play against the AI. Any group working on making cards? I can pack and unpack the .TDX but each card is numbered and don't want to mess up anything if someone is going to add some cool things to this.

Sadly, and no explination our mod group was shut down at Steam. Waiting on some offical word as to "WHY".

Have fun.

Re: Basic Card.xml format

PostPosted: 26 Jun 2010, 20:51
by Uresti
Yes we are working on this tutorial to make it a little extended. ill post here the cards i already have from alpha set im trying to finish Nevinyrrals disk but crashes the game :( still ill post the rest today. hope to see you here again.

Re: Basic Card.xml format

PostPosted: 26 Jun 2010, 21:51
by omnix32
Thank you for the fast response!!! Looking forward to your tutorial.

I understand mostly what the text in the cards call for effect,sfx,art, and so on. I need someone with more knowledge about this. I guess I could trash my Core_Wad if I mess it up, but was hoping for a group of others interested in this, and getting on the right path. Right now I have tools, and a few obscure posts.

Thanx Uresti!!! I get a whole lot of PM's from folks that want to at least edit their decks. Just would rather have contact with a group of peeps that know what they are doing.

Have a awesome day!!!

Alpha set

PostPosted: 26 Jun 2010, 22:02
by omnix32
BTW Great Job on the Alpha cards. Now if we can get a bunch of peeps working on this.

Re: Basic Card.xml format

PostPosted: 27 Jun 2010, 02:54
by Huggybaby
Tell those folks at Steam to come over here. This topic will not be deleted.

Re: Basic Card.xml format

PostPosted: 27 Jun 2010, 03:08
by Uresti
About the numbered TDX they dont need to be numbers thast just the format DEVs choosed, mines have they respective name for easy access, we will cover that later . Like Huggybaby said tell to all the people we are starting a comunity safe from steam hands :)

jump on in steam, the water is just fine.

PostPosted: 27 Jun 2010, 03:45
by omnix32
Ok, will post. One banned steam account coming up. doubt thread will stay long.

Keep the good stuff coming.

Now, how do you flag a deck to be usable without unlocking it? I am talking about the ones you make.

Re: Basic Card.xml format

PostPosted: 27 Jun 2010, 04:26
by Uresti
<MULTICARDS>
<DECK always_available="true">
<CARD>
<UID uid="1145389901" />
<DATASET name="Constructed_Deck" /> Use the same UID in the DATASET file in the same name folder

Re: jump on in steam, the water is just fine.

PostPosted: 27 Jun 2010, 06:10
by Huggybaby
omnix32 wrote:Ok, will post. One banned steam account coming up. doubt thread will stay long.
Don't forget the power of the private message. 8)
<edit> I just saw all your messages over there, good job.

Re: Basic Card.xml format

PostPosted: 27 Jun 2010, 20:47
by omnix32
thanx Huggybaby!!! I don't want to get to the point of changing their code, or do anything that would cause loss of sales. There are no laws against adding to content, as long as the original content remains the same. If that were the case, then nobody could type a paper using microsoft Word, as that would be adding to their word document.

Still a little unclear on making a deck "Not Locked"
ones you create, not original's. I could just unlock them all, but defeats the purpose.

Use the same UID in the DATASET file in the same name folder
I thought the UID was just a number for different decks or the ID for the deck. I must have went to the dataset "Folder" I'll look for a file called that.

Have fun.

Re: Basic Card.xml format

PostPosted: 27 Jun 2010, 23:31
by Uresti
Uresti wrote:<DECK always_available="true">
thats the line you should add, and if in some case that doesnt work. delete your profile.

Re: Basic Card.xml format

PostPosted: 28 Jun 2010, 01:58
by omnix32
Duhhhhh. Delete your profile...........delete your profile...... Oh, my gosh. Why the heck I not think of that?? Of course, the profile would only contain the decks I have unlocked according to what was saved when I first started the game.

Done, and working :) I even got my black deck showing as black now, when before it would not.

<COLOUR black="true" />

Thank you for the help.... been looking at this for hours. (Slaps self again.)

Have fun.

ICY_CREATURELATOR

PostPosted: 29 Jun 2010, 23:36
by omnix32
It taps creatures!!!!!!

gave up on trying to get it to tap artifacts and lands.

I think it best to just change the flavor text, once I figure why my text is missing string and messed up.

<MULTICARDS>

<CARD>
<TITLE text="ICY_MANIPULATOR_TITLE" />
<FILENAME text="ICY_MANIPULATOR" />
<COLLECTIONMAX value="400" />
<COLLECTORNUMBER value="421" />
<ARTID value="301023" />
<FRAMECOLOUR name="A" />
<COLOR value="A" />
<ARTIST name="Mat Cavotta" />
<CASTING_COST cost="{4}" />
<CARDNUMBER value="6" />
<FLAVOURTEXT text="ICY_MANIPULATOR_FLAVOUR" />
<TYPE metaname="Artifact" />
<EXPANSION metaname="10E" />
<RARITY metaname="uncommon" />
<ACTIVATED_ABILITY tag="ICY_MANIPULATOR_RULE_1" layer="0">
<COST type="Mana" cost="{1}" />
<COST type="TapSelf" />
<TARGET_DETERMINATION>
return TargetCreatureNeutralBadF()
</TARGET_DETERMINATION>
<PLAYTIME>
ChooseTarget( "ChooseTargetUntappedCreature" )
</PLAYTIME>
<EFFECT>
TapTargetCard()
</EFFECT>
<AI_AVAILABILITY behaviour="InResponseOrBeforeMyUntap"/>
</ACTIVATED_ABILITY>
<SFX text="WhiteSwarm6_activated_ability" />
</CARD>
</MULTICARDS>

New Flavour: "Though it is now powerless against Lands and artifacts, the Assassins guild has yet to complain."

back to moving...

Have fun.

Re: Basic Card.xml format

PostPosted: 30 Jun 2010, 03:52
by Uresti
Cool! hope we get an Icy shortly.. why you dont try something like:


ClearFilter()
Object():GetFilter():NotTargetted()
Object():GetFilter():AddCardType( CARD_TYPE_LAND )
Object():GetFilter():AddCardType( CARD_TYPE_ARTIFACT )
Object():GetFilter():AddCardType( CARD_TYPE_CREATURE )
Object():GetFilter():AddCardType( CARD_TYPE_ENCHANTMENT )
Object():GetFilter():AddCardType( CARD_TYPE_PLANESWALKER )
Object():GetFilter():AddCardType( CARD_TYPE_LAND )
return TargetPermanentNeutralBad() <--Or PermamentBad is you only want tap opponents
ChooseTarget("blah blah blah")