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Re: Card Creation Request Thread

Postby thefiremind » 31 Jan 2013, 13:04

Making the unlock XML in the deck itself is quite easy, you can start by copying the unlock XML from an official deck and then change the IDs and the card list. Then you have to prepare a WAD with APPID_LINKING.TXT as explained here, but all this trouble won't get you anywhere if your deck is outside the maximum of 18 decks that the game can save, that's why I stopped using regular unlocks.
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Re: Card Creation Request Thread

Postby SoulStorm » 31 Jan 2013, 20:06

Is there a way to improve the AI's interaction with a card? I'm testing Engulfing Slagwurm and the AI has no Idea how to handle it. Rather than chump block when defending against it, the AI tries to kill it with combat damage.
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Re: Card Creation Request Thread

Postby thefiremind » 31 Jan 2013, 20:13

SoulStorm wrote:Is there a way to improve the AI's interaction with a card? I'm testing Engulfing Slagwurm and the AI has no Idea how to handle it. Rather than chump block when defending against it, the AI tries to kill it with combat damage.
Try to add the tag immunity="1" to its creature-destroying abilities. I don't think it will work, but it's worth a try. :wink:
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Re: Card Creation Request Thread

Postby SoulStorm » 31 Jan 2013, 21:09

thefiremind wrote:Try to add the tag immunity="1" to its creature-destroying abilities. I don't think it will work, but it's worth a try. :wink:
Nope, that didn't work, but thanks for trying. If you come up with any other suggestions please let me know.
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Re: Card Creation Request Thread

Postby thefiremind » 31 Jan 2013, 22:11

I was thinking about something like this:
Code: Select all
  <TRIGGERED_ABILITY immunity="1" internal="1" pre_trigger="1">
    <TRIGGER value="CREATURE_TOOK_COMBAT_DAMAGE" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    if Damage():GetSource():GetCurrentCharacteristics():Characteristic_Get( CHARACTERISTIC_INDESTRUCTIBLE ) == 0 then
       Damage():SetAmount(0)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
If a creature is not indestructible, there's no way it will survive to Engulfing Slagwurm enough to deal combat damage (regeneration would make the creature leave combat), so we might as well set its damage to 0. A very similar code works on Dawn Elemental, so it might make the AI reconsider how to block Engulfing Slagwurm.
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Re: Card Creation Request Thread

Postby Novitius » 31 Jan 2013, 22:30

thefiremind wrote:Making the unlock XML in the deck itself is quite easy, you can start by copying the unlock XML from an official deck and then change the IDs and the card list. Then you have to prepare a WAD with APPID_LINKING.TXT as explained here, but all this trouble won't get you anywhere if your deck is outside the maximum of 18 decks that the game can save, that's why I stopped using regular unlocks.
Oh, I see. So I'd have to replace an official deck if I wanted to have that. Hrm, that's too bad.
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Re: Card Creation Request Thread

Postby SoulStorm » 02 Feb 2013, 05:52

thefiremind wrote:If a creature is not indestructible, there's no way it will survive to Engulfing Slagwurm enough to deal combat damage (regeneration would make the creature leave combat), so we might as well set its damage to 0. A very similar code works on Dawn Elemental, so it might make the AI reconsider how to block Engulfing Slagwurm.
I tried implementing the code you provided in a couple of different ways, but I got strange results. One implementation even caused the slagwurm to die as soon as it blocked. Here's the relevent code block for the slagwurm:
Code: Select all
<TRIGGERED_ABILITY dangerous="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature’s toughness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que la Guivre cendrée phagocyteuse bloque ou devient bloquée par une créature, détruisez cette créature. Vous gagnez un nombre de points de vie égal à l’endurance de cette créature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la Sierpescoria engullidora bloquee o sea bloqueada por una criatura, destruye esa criatura. Ganas vidas igual a la resistencia de esa criatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Verschlingende Brammenwurm eine Kreatur blockt oder von einer Kreatur geblockt wird, zerstöre diese Kreatur. Du erhältst Lebenspunkte in Höhe der Widerstandskraft dieser Kreatur dazu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Wurm delle Scorie Travolgente blocca o viene bloccato da una creatura, distruggi quella creatura. Guadagni punti vita pari alla sua costituzione.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飲み込む金屑ワームがクリーチャー1体をブロックするかクリーチャー1体にブロックされた状態になるたび、そのクリーチャーを破壊する。 あなたはそのクリーチャーのタフネスに等しい点数のライフを得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집어삼키는 슬래그웜이 생물을 방어하거나 생물에게 방어될 때마다, 그 생물을 파괴한다. 당신은 그 생물의 방어력만큼의 생명점을 얻는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Шлаковый Вурм-Поглотитель блокирует или становится заблокирован существом, уничтожьте то существо. Вы получаете количество жизней, равное выносливости того существа.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Vorme Escoriáceo Engolidor bloquear ou for bloqueado por uma criatura, destrua aquela criatura. Você ganha uma quantidade de pontos de vida igual à resistência daquela criatura.]]></LOCALISED_TEXT>
    <TRIGGER value="BLOCKING" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    if SecondaryObject() ~= nil then 
       local last_known_toughness = SecondaryObject():GetCurrentToughness()
       SecondaryObject():Destroy()
       Object():GetController():GainLife(last_known_toughness)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY dangerous="1" filter_zone="ZONE_IN_PLAY">
    <TRIGGER value="BLOCKING">
    return SecondaryObject() == Object()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       local last_known_toughness = TriggerObject():GetCurrentToughness()
       TriggerObject():Destroy()   
       Object():GetController():GainLife(last_known_toughness) 
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
How would you integrate your code here?

Thanks!

I'm also using Vigor in the current version of the deck and managed to properly code Spearbreaker Behemoth and the AI doesn't seem to handle any of those cards very well. Unfortunate, as the deck is otherwise quite fun to play.
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Re: Card Creation Request Thread

Postby SoulStorm » 02 Feb 2013, 16:26

I just learned something interesting that you're probably already aware of Firemind. I originally gave Spearbreaker Behemoth the following card name:

SPEARBREAKER_BEHEMOTH_5041174916

When I was using this name, AI creatures would never block it, and creatures would attack into it and die unnecessarily.

I then changed the card name to SPEARBREAKER_BEHEMOTH_5041174.

Once I did this, AI creatures treated the card correctly. So simply shortening the numeric code changed the AI behavior. The oddity is that I have other cards with equally long numeric codes and never noticed a problem with them. It's possible I missed a problem, but I test every deck I submit extensively. Still, I may shorten the numeric codes of all my custom cards and reupload all of my old decks.

Now if I can get the AI to treat Engulfing Slagwurm and creatures protected by Vigor correctly my new deck should be ready to submit.
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Re: Card Creation Request Thread

Postby thefiremind » 02 Feb 2013, 17:26

SoulStorm wrote:I tried implementing the code you provided in a couple of different ways, but I got strange results.

How would you integrate your code here?
Sorry, I didn't explain what to do with the code I wrote... just add my triggered ability to your Engulfing Slagwurm without modifying the rest of it.

SoulStorm wrote:I originally gave Spearbreaker Behemoth the following card name:

SPEARBREAKER_BEHEMOTH_5041174916

When I was using this name, AI creatures would never block it, and creatures would attack into it and die unnecessarily.

I then changed the card name to SPEARBREAKER_BEHEMOTH_5041174.
I was aware that long IDs could cause problems, but I never understood the details, so I just ignored the fact: I keep using the original Multiverse IDs which are short enough. If you want to keep your IDs personal, you can do like I was doing in DotP2012: use your mod's ID + a progressive 4-digit number that has nothing to do with the original Multiverse ID (my first card was 19991001, the second was 19991002, and so on, while tokens and special cards started with 19990xxx).
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Re: Card Creation Request Thread

Postby SoulStorm » 03 Feb 2013, 00:33

thefiremind wrote:Sorry, I didn't explain what to do with the code I wrote... just add my triggered ability to your Engulfing Slagwurm without modifying the rest of it.
That's what I did the first time I tried, but I think I had the same long ID problem I had with the Spearbreaker Behemoth. When I tried your code with a shortened ID it worked perfectly, many thanks!

Can something similar be done to deal with Vigor?

These are the two problems I see:

1. A 1/1 creature protected by Vigor attacks the AI which has nearly 20 life. Instead of letting the 1/1 creature deal the 1 damage, it blocks it with a BAMF thereby making a much larger threat for no good reason.

2. A BAMFing creature attacks into a 1/1 creature for no good reason once again creating a large threat it otherwise wouldn't of had to deal with.

Thanks!
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Re: Card Creation Request Thread

Postby thefiremind » 03 Feb 2013, 01:02

SoulStorm wrote:When I tried your code with a shortened ID it worked perfectly, many thanks!
Then I suspect that it might have worked even without my code, just with a shortened ID... :lol:

SoulStorm wrote:Can something similar be done to deal with Vigor?
Actually, Vigor already prevents the damage in a similar way, so there should be nothing to add...
Which version of Vigor are you testing? I made a Vigor, but never tested it seriously, and now that I look at its implementation, I see some lines of code that should be useless, but Purity (the official card) has them. If you are using my Vigor, let me know and I'll try to remove the useless parts to see if it helps, otherwise try my code with the useless parts, maybe they aren't useless after all:
Code: Select all
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se sta per essere inflitto danno a una creatura che controlli diversa dal Vigore, previeni quel danno. Metti un segnalino +1/+1 su quella creatura per ogni punto danno prevenuto in questo modo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls einer von dir kontrollierten Kreatur außer der Vitalität Schaden zugefügt würde, verhindere diesen Schaden. Lege für jeden auf diese Weise verhinderten 1 Schadenspunkt eine +1/+1-Marke auf jene Kreatur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si des blessures devaient être infligées à une créature que vous contrôlez autre que l’Ardeur, prévenez ces blessures. Mettez un marqueur +1/+1 sur cette créature pour chaque 1 blessure prévenue de cette manière.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si se fuera a hacer daño a una criatura que controlas que no sea la Vitalidad, prevén ese daño. Pon un contador +1/+1 sobre esa criatura por cada punto de daño prevenido de esta manera.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする活力以外のクリーチャーにダメージが与えられる場合、そのダメージを軽減し、0にする。 これにより軽減されたダメージ1点につき、そのクリーチャーの上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если существу под вашим контролем, отличному от Напора, должны быть нанесены повреждения, предотвратите эти повреждения. Положите на то существо один жетон +1/+1 за каждое 1 повреждение, предотвращенное таким образом.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se fosse ser causado dano a uma criatura que você controla que não seja Ânimo, previna esse dano. Coloque um marcador +1/+1 sobre aquela criatura para cada 1 ponto de dano prevenido dessa maneira.]]></LOCALISED_TEXT>
    <TRIGGER value="CREATURE_TOOK_DAMAGE" simple_qualifier="objectyoucontrol">
    return TriggerObject() ~= Object()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local damage_amount = Damage():GetAmount()
    EffectDC():Set_Int( 1, damage_amount )
    local countergain = EffectDC():Get_Int(1)
    if Damage():IsUnpreventable() == 0 and damage_amount &gt; 0 then
         damage_amount = Damage():SetAmount(0)
          if countergain ~= 0 then
              TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), countergain )
          end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Card Creation Request Thread

Postby SoulStorm » 03 Feb 2013, 04:34

thefiremind wrote:Then I suspect that it might have worked even without my code, just with a shortened ID... :lol
Nope, it was definitely your code that made it work correctly, as I tested it with the shortened ID before adding your code and the AI still didn't block correctly. The AI just went from not blocking at all to blocking to kill.

thefiremind wrote:If you are using my Vigor, let me know and I'll try to remove the useless parts to see if it helps, otherwise try my code with the useless parts, maybe they aren't useless after all.
I'm using your Vigor. I'm wondering if there's a way to make Vigor the Highest priority removal target and for the AI to not block creatures protected by Vigor unless the blocker has zero power. Attacking into creatures protected by Vigor without trample (and thus scoring a kill) should also be prohibited.

If creatures protected by Vigor could be treated as unblockable unless the blocker has zero power or if not blocking would lead to defeat would work on attack, but I don't know if it's possible to code it that way.

Also, treating blockers protected by Vigor as if they had Deathtouch would also probably work fairly well, but once again, I have no idea if such a construction would be possible.

Thanks!
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Re: Card Creation Request Thread

Postby thefiremind » 03 Feb 2013, 10:16

SoulStorm wrote:I'm wondering if there's a way to make Vigor the Highest priority removal target
How much the creature is important is decided through the AI_BASE_SCORE (to which the AI adds other values, something for power and toughness, something for the most common static abilities like trample, and so on). I think I gave it 600 because Purity had 600, you can try to increase it if you want, anyway this won't solve the main problem.

SoulStorm wrote:If creatures protected by Vigor could be treated as unblockable unless the blocker has zero power or if not blocking would lead to defeat would work on attack, but I don't know if it's possible to code it that way.
I think this would be too strict... maybe you want to start blocking earlier than when the damage to you would take you under 1 life.

SoulStorm wrote:Also, treating blockers protected by Vigor as if they had Deathtouch would also probably work fairly well, but once again, I have no idea if such a construction would be possible.
This could be done quite easily, and I thought about this for Engulfing Slagwurm as well before the idea I gave you, but my doubt is that the AI could understand that deathtouch would end before damage is dealt and just ignore it... you know, the AI is so dumb for certain things but it could show cleverness when you least expect it. :lol: Anyway it's worth a try. But before that, I'd suggest you to try removing the useless lines from Vigor's existing code:
Code: Select all
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se sta per essere inflitto danno a una creatura che controlli diversa dal Vigore, previeni quel danno. Metti un segnalino +1/+1 su quella creatura per ogni punto danno prevenuto in questo modo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls einer von dir kontrollierten Kreatur außer der Vitalität Schaden zugefügt würde, verhindere diesen Schaden. Lege für jeden auf diese Weise verhinderten 1 Schadenspunkt eine +1/+1-Marke auf jene Kreatur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si des blessures devaient être infligées à une créature que vous contrôlez autre que l’Ardeur, prévenez ces blessures. Mettez un marqueur +1/+1 sur cette créature pour chaque 1 blessure prévenue de cette manière.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si se fuera a hacer daño a una criatura que controlas que no sea la Vitalidad, prevén ese daño. Pon un contador +1/+1 sobre esa criatura por cada punto de daño prevenido de esta manera.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする活力以外のクリーチャーにダメージが与えられる場合、そのダメージを軽減し、0にする。 これにより軽減されたダメージ1点につき、そのクリーチャーの上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если существу под вашим контролем, отличному от Напора, должны быть нанесены повреждения, предотвратите эти повреждения. Положите на то существо один жетон +1/+1 за каждое 1 повреждение, предотвращенное таким образом.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se fosse ser causado dano a uma criatura que você controla que não seja Ânimo, previna esse dano. Coloque um marcador +1/+1 sobre aquela criatura para cada 1 ponto de dano prevenido dessa maneira.]]></LOCALISED_TEXT>
    <TRIGGER value="CREATURE_TOOK_DAMAGE" simple_qualifier="objectyoucontrol">
    return TriggerObject() ~= Object()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local damage_amount = Damage():GetAmount()
    if Damage():IsUnpreventable() == 0 and damage_amount &gt; 0 then
         Damage():SetAmount(0)
        TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), damage_amount )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
This is the code without useless things.

If that doesn't work, try to add this ability:
Code: Select all
  <TRIGGERED_ABILITY internal="1">
    <TRIGGER value="ATTACKING" simple_qualifier="objectyoucontrol">
    return TriggerObject() ~= nil and TriggerObject() ~= Object() and TriggerObject():GetPlayerAttacked():IsAI() ~= 0
    </TRIGGER>
    <CONTINUOUS_ACTION layer="6">
    local characteristics = TriggerObject():GetCurrentCharacteristics()
    if characteristics ~= nil then
       characteristics:Characteristic_Set( CHARACTERISTIC_DEATHTOUCH, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return MTG():GetStep() == STEP_DECLARE_BLOCKERS
    </DURATION>
  </TRIGGERED_ABILITY>
It will give deathtouch to the creatures sided with Vigor who are attacking an AI player, just while the AI decides how to block. Change internal="1" with forced_skip="1" if you don't see your creatures getting deathtouch at all (internal would be more appropriate so that you don't see Vigor glowing for this ability, but not all things can be done with internal, and I don't know exactly what can be done or not).
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Re: Card Creation Request Thread

Postby Novitius » 03 Feb 2013, 13:37

I've seen that planeswalker cards are in the game (sort of?) or at least viewable when fighting planeswalkers in the main campaign.

Are they just not possible to code for 2013, though?
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Re: Card Creation Request Thread

Postby thefiremind » 03 Feb 2013, 14:28

Novitius wrote:I've seen that planeswalker cards are in the game (sort of?) or at least viewable when fighting planeswalkers in the main campaign.

Are they just not possible to code for 2013, though?
The planeswalkers' introductions in the campaign are just a sort of advertising. There's no way to make a playable planeswalker: any card with the planeswalker type becomes invisible (as if it had no card types) and there's no support for the basics (loyalty, redirection of the damage from player to planeswalker, and so on). Cards that target permanents include planeswalkers as possible targets just for the sake of completion.
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