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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby thefiremind » 29 Mar 2013, 12:29

You can find cipher here:
viewtopic.php?f=63&t=9777
my implementation is in the last post (but RiiakShiNal's and sumomole's implementations work as well).

Soul Ransom has a problem: you can't allow only opponents to use an ability. Either only the controller (usual behaviour) or any player. While I felt quite safe ignoring the problem for Knight of the Holy Nimbus in my DotP2012 mod, in this case activating the ability actually gets a benefit for the creature's controller so I wouldn't ignore it.

I'm not sure about Brilliant Ultimatum: you can't really separate cards in two piles. You could let a player choose the cards for the first "virtual" pile (and the other ones will belong to the other "virtual" pile), but then how would you make a player choose a pile? You could let the player click on a card to choose the first pile or "finish" the query to choose the second pile, but if I were the player, I would like to see both piles before deciding. There could be another problem: would the AI be able to make a reasonable choice for the piles?

Clarion Ultimatum and Deathpact Angel should be fully implementable.

EDIT: I made Clarion Ultimatum, but it was harder than it seemed at first, so don't call it right until you test it.

EDIT 2: Deathpact Angel done, plus her fellow cleric. Before you ask: yes, the token frame is gold while it should be "hybrid style"... we have no control over the frames on DotP2013.
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Last edited by thefiremind on 29 Mar 2013, 16:23, edited 1 time in total.
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Re: Card Creation Request Thread

Postby nivmizzet1 » 29 Mar 2013, 13:50

thefiremind wrote:
nivmizzet1 wrote:It's working how it should now...mostly. I noticed that the third trigger(?) doesn't come into effect when you take an extra turn, a la Time Warp, so if you played a land in your first turn, then when you play your first land in your extra turn you are dealt damage by fastbond. Is this a problem with how they've coded the "extra turn" in Time Warp though?
That's strange... I used an "at the beginning of each end step" trigger, which should work anyway, otherwise there would be other cards not working before extra turns. I can investigate further, but it would be just trial and error, because I can't see any problem.

EDIT: I recoded it completely and it seems OK now. It took me about one hour to come to this result, I really hope it's finally done.
Would it be easy to add a line for the AI telling it to not play fastbond when it already has one on the battlefield? The AI really compromises it's life points by having multiple fastbonds on the b/f at one time.


Also, I wanted to spice up my red/blue deck with some interesting unlocks, but many of the choices I want to add have mechanics or unique abilities that I haven't seen used before; e.g. teleportal (overload), leap of flame (replicate), and snapcaster mage. Are any of these possible? Overload seems like it could be done, and so does leap of flame although it looks like it would be tricky, but I'm not so sure about snapcaster...seems like it may not be compatible.
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Re: Card Creation Request Thread

Postby thefiremind » 29 Mar 2013, 14:38

nivmizzet1 wrote:Would it be easy to add a line for the AI telling it to not play fastbond when it already has one on the battlefield? The AI really compromises it's life points by having multiple fastbonds on the b/f at one time.
That's the reason why I added
Code: Select all
  <AI_CUSTOM_SCORE zone="ZONE_HAND">
  local filter = Object():GetFilter()
  filter:Clear()
  filter:SetZone( ZONE_IN_PLAY )
  filter:SetController( Object():GetPlayer() )
  filter:AddCardName( Object():GetCardName() )
  filter:NotTargetted()
  if filter:CountStopAt(1) == 0 then
     return 900
  else
     return -1500
  end
  </AI_CUSTOM_SCORE>
but I'm aware that it doesn't work. We could try with something more... "coercitive":
Code: Select all
  <STATIC_ABILITY active_zone="ZONE_HAND">
    <CONTINUOUS_ACTION>
    local player = Object():GetPlayer()
    if player:IsAI() ~= 0 then
       local filter = Object():GetFilter()
       filter:Clear()
       filter:SetZone( ZONE_IN_PLAY )
       filter:SetController( player )
       filter:AddCardName( Object():GetCardName() )
       filter:NotTargetted()
       if filter:CountStopAt(1) == 1 then
          Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_CANT_BE_PLAYED, 1 )
       end
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
If you use this, remove the AI_CUSTOM_SCORE, it's not needed.

nivmizzet1 wrote:Also, I wanted to spice up my red/blue deck with some interesting unlocks, but many of the choices I want to add have mechanics or unique abilities that I haven't seen used before; e.g. teleportal (overload), leap of flame (replicate), and snapcaster mage. Are any of these possible? Overload seems like it could be done, and so does leap of flame although it looks like it would be tricky, but I'm not so sure about snapcaster...seems like it may not be compatible.
None of these could be made 100% rule-compliant.
There's a Snapcaster Mage somewhere in sumomole's mod but it's approximated (I don't know exactly how). One thing is sure, you can't grant flashback dynamically.
The overload mechanic has a big obstacle: if you pay the overload cost, the spell isn't targetted. How can you give the player a choice on the right time if the targets are the first thing you choose (even before paying for the spell)? And how can you manage the various possible casting requirements (enough mana to pay the overload cost -> no need for targets, not enough mana -> targets required) together with the offered choices?
Replicate would be easy to make if we could use multikicker for it, but it's not possible because Object():Kicked() gets a value only during resolution, when it's too late to make copies. You could ask the player to pay X more times just after the spell has been cast (when storm or cascade would trigger)... not exactly how it should be done, but close enough. It would be a pain to build the cost strings, unless the game understands for example {2} {U} {2} {U} as {4} {U} {U} automatically, which I'm not sure about.
I gave up long ago for those mechanics, but that doesn't prevent someone else from trying...
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Re: Card Creation Request Thread

Postby nivmizzet1 » 29 Mar 2013, 16:31

thefiremind wrote:I'm aware that it doesn't work. We could try with something more... "coercitive":
Code: Select all
  <STATIC_ABILITY active_zone="ZONE_HAND">
    <CONTINUOUS_ACTION>
    local player = Object():GetPlayer()
    if player:IsAI() ~= 0 then
       local filter = Object():GetFilter()
       filter:Clear()
       filter:SetZone( ZONE_IN_PLAY )
       filter:SetController( player )
       filter:AddCardName( Object():GetCardName() )
       filter:NotTargetted()
       if filter:CountStopAt(1) == 1 then
          Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_CANT_BE_PLAYED, 1 )
       end
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
If you use this, remove the AI_CUSTOM_SCORE, it's not needed.
it seems to work well now. Just got trounced by the AI. The AI only played 1 fastbond for the game (I didn't remove it), and I'm sure at some point it would've had the chance to play another.


thefiremind wrote:I gave up long ago for those mechanics, but that doesn't prevent someone else from trying...
That's a pity about the mechanics, but I didn't have high hopes.
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Re: Card Creation Request Thread

Postby sumomole » 30 Mar 2013, 08:50

thefiremind wrote:Soul Ransom has a problem: you can't allow only opponents to use an ability. Either only the controller (usual behaviour) or any player.
Soul Ransom may be able to use the following code:
Code: Select all
 any_player="1"
Code: Select all
    <AVAILABILITY>
    return CountCardsInHand(EffectController()) &gt;= 2 and EffectController():GetTeam() ~= Object():GetController():GetTeam()
      </AVAILABILITY>
thefiremind wrote:There's a Snapcaster Mage somewhere in
Snapcaster Mage can give a "flashback" activated ability to any graveyard card, but the D13 has a system bug, if there is no flavor text on the graveyard card, you can't use this "flashback" activated ability, so a lot of instant and sorcery spell can't be used for the Snapcaster Mage Deck, like Cryptic Command and Izzet Charm. :(


thefiremind wrote:The overload mechanic has a big obstacle: if you pay the overload cost, the spell isn't targetted. How can you give the player a choice on the right time if the targets are the first thing you choose (even before paying for the spell)? And how can you manage the various possible casting requirements (enough mana to pay the overload cost -> no need for targets, not enough mana -> targets required) together with the offered choices?
I tried to code Mizzium Mortars, but it seems has some bugs in the target determination.
Mizzium Mortars.zip
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Re: Card Creation Request Thread

Postby thefiremind » 30 Mar 2013, 10:22

From my experience, using EffectController inside the AVAILABILITY can lead to unexpected effects: sometimes it works, sometimes it doesn't. If someone feels like trying, please test it carefully and share the results. :wink:
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Re: Card Creation Request Thread

Postby tenshirockdu69 » 30 Mar 2013, 15:35

hey, i was wondering can we create and use a Planeswalkers in magic 2013 game ?

if it's possible can someone make the "Nissa Revane" card ?

thank's ^^
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Re: Card Creation Request Thread

Postby thefiremind » 30 Mar 2013, 16:09

tenshirockdu69 wrote:hey, i was wondering can we create and use a Planeswalkers in magic 2013 game ?

if it's possible can someone make the "Nissa Revane" card ?

thank's ^^
I was curious to see how many existing posts about this I was able to find by searching "planeswalker" in this forum section...
viewtopic.php?f=62&t=6784&p=90961&hilit=planeswalker#p90961
viewtopic.php?f=102&t=7975&p=96875&hilit=planeswalker#p96875
viewtopic.php?f=64&t=4557&p=103035&hilit=planeswalker#p103037
viewtopic.php?f=64&t=4557&p=108948&hilit=planeswalker#p108948
viewtopic.php?f=64&t=9881&p=113736&hilit=planeswalker#p113681
In short: NO. :lol:
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Re: Card Creation Request Thread

Postby shamaatae » 01 Apr 2013, 13:16

is it possible to make unexpected results?
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Re: Card Creation Request Thread

Postby thefiremind » 01 Apr 2013, 13:34

shamaatae wrote:is it possible to make unexpected results?
It's in my mod, and before it was there, it was already here:
viewtopic.php?f=64&t=4557&start=225#p107775
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Re: Card Creation Request Thread

Postby shamaatae » 01 Apr 2013, 15:23

i think i checked all the mods this time, if not please help me find the correct .wad for these cards:

borborygmos enraged

arbor elf
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Re: Card Creation Request Thread

Postby thefiremind » 01 Apr 2013, 18:04

shamaatae wrote:i think i checked all the mods this time, if not please help me find the correct .wad for these cards:

borborygmos enraged

arbor elf
I don't think anybody made those yet.

Are you sure that you can get a benefit from Arbor Elf? Its effectiveness would be halved in DotP because of the lack of mana pool: you can't draw mana from a Forest then untap it then draw mana again, so you would never be able to use the extra mana provided by the untapped Forest for the same spell/ability.

EDIT: Here's Borborygmos Enraged.
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Re: Card Creation Request Thread

Postby nivmizzet1 » 02 Apr 2013, 14:54

can someone please fix my "remember the fallen".

It's almost working how it should; the first (return both creature and rtifact to hand) and second (return creature to hand) options act as you'd expect them to, but when you select the third option (return artifact to hand) it takes you through the process of selecting an artifact, but then it won't go to your hand.

I know it's probably something simple that I've missed.
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Re: Card Creation Request Thread

Postby thefiremind » 02 Apr 2013, 15:03

The second target isn't EffectDC():Get_Targets(0):Get_CardPtr(1), but EffectDC():Get_Targets(1):Get_CardPtr(0). Plus, you are saving the target pointers to target_a and target_b, but when it's time to move the cards, you are calling them target_creature and target_artifact.
Optionally, you can also shorten the PLAY_TIME_ACTIONs with just 1 "if" condition per action.
This is the part to edit, after the necessary changes:
Code: Select all
    <PLAY_TIME_ACTION>
    local decision = Object():GetMultipleChoiceResult()
    if decision == 0 or decision == 1 then
       EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    end
    </PLAY_TIME_ACTION>
    <PLAY_TIME_ACTION>
    local decision = Object():GetMultipleChoiceResult()
    if decision == 0 or decision == 2 then
       EffectController():ChooseTarget( 1, "CARD_QUERY_CHOOSE_ARTIFACT_TO_PUT_INTO_HAND", EffectDC():Make_Targets(1) )
    end
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_a = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
    local target_b = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
    if target_a ~= nil then
       target_a:GuidedReveal( ZONE_GRAVEYARD , ZONE_HAND )
       target_a:PutInHand()
    end
    if target_b ~= nil then
       target_b:GuidedReveal( ZONE_GRAVEYARD , ZONE_HAND )
       target_b:PutInHand()
    end
    </RESOLUTION_TIME_ACTION>
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Re: Card Creation Request Thread

Postby nivmizzet1 » 02 Apr 2013, 15:08

thefiremind wrote:...
You're so quick!! Thanks!
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