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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby thefiremind » 20 Apr 2013, 10:07

NEMESiS wrote:Ok this is a bit late but Venser's Journal is not working right. I was doing a 4 FFA, the AI had the journal out with 2 cards in hand then on its upkeep it went from 31 life to 40 and it had no draw engine of any kind. This is from page 32.
I don't know how I could overlook that, but there's a problem with it indeed... it uses a variable named controller that has never been declared.
Change this line:
Code: Select all
local lifeGain = CountCardsInHand( controller )
with
Code: Select all
local lifeGain = player:Hand_Count()
(Hand_Count is generally better because it doesn't use the filter, everyone please get used to use that instead of CountCardsInHand. :wink:)

I didn't forget the other questions, I'll answer everyone else later. :wink:
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Re: Card Creation Request Thread

Postby sulivandhi » 20 Apr 2013, 10:53

Hi, I created a deck of my own just now.
But I found that the card "Reanimate" cannot work. :?
It works in the deck "Entomb" but not in my deck. It says there is not enough target in the graveyard. But there are creatures in my graveyard for sure.
Why? I checked the codes of "Reanimate" but found nothing wrong.
Here's my deck's card list:

22 Lands:
7 Mountain
5 Swamp
4 Badlands
2 Evolving Wilds
4 Dragonskull Summit

2 Artifacts:
1 Mox Ruby
1 Mox Jet

18 Creatures
4 Vexing Devil
4 Avalanche Riders
3 Spark Elemental
4 Skitters of Lizards
2 Rakdos Cackler
1 Sheoldred, Whisering One

18 Other Spells
3 Lightning Bolt
4 Stone Rain
3 Rain of Tears
4 Reanimate
2 Raise Dead
2 Din of the Fireherd
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Re: Card Creation Request Thread

Postby thefiremind » 20 Apr 2013, 11:41

damienx45 wrote:hey was just wondering if the stasis card can be created?
Stasis can't be coded by following its text literally because steps can't be skipped, but it can be done by granting all permanents CHARACTERISTIC_DOESNT_UNTAP.

Scion of Darkness wrote:CAn someone kindly create killing wave?
It's not an easy card, but I think it could be coded by asking each player to sacrifice creatures compulsorily until X life for each of the remaining creatures can be paid, and then optionally until no creatures are left to choose. I'll try.

Blue Ghost wrote:how do I make the pictures for my deck and planeswalker?
If you have Photoshop:
Try with this tutorial:
viewtopic.php?f=65&t=5987
It was for DotP2012 but it's still valid, except for the fact that the deck box image is smaller on DotP2013. You can start from the DotP2012 template and resize it when you are done, or use a real DotP2013 template (scroll down the topic and you'll find 2 of those, plus the avatar and backplate templates).
After you are done with your work, save it to PNG, and convert it to TDX using Paint.NET as explained here:
viewtopic.php?f=65&t=2956
If you don't have Photoshop:
I can't be helpful about this... Paint.NET can open PSD files with the right plugin, but it doesn't support all the layer interactions needed for those templates to work well.

sulivandhi wrote:I'm coding the card "Blight" - Whenever enchanted land becomes tapped, destroy it.
Would you please see if the codes are correct :D
Here is some parts of the codes, where I wonder whether they are correct.
It seems OK to me.

sulivandhi wrote:Besides, I don't know how to include card codes in my post as you did. I used the "Code" button in my reply but seems that the system asked me to remove something. :?
I guess that the anti-spam system prevents new users from using CODE tags as well as writing websites in order to prevent spamming of websites inside CODE tags... if that's so, you'll be able to use CODE after a certain number of posts (might be 5 or 10).

sulivandhi wrote:I cannot upload xml file as well.
Nobody can upload XML files here. Put them into a ZIP or RAR archive and upload the archive.

Vasht wrote:i tried Voice of the Woods. I seems to work. But no guarantee :)
I can't test it on my notebook, so I can just look at the code. It reminds me how this kind of costs was coded in DotP2012 (with a target definition inside the cost and one outside), I would have coded it differently, but it could work. One thing is wrong, though: why excluding the Voice of the Woods itself from the possible Elves to tap? It's perfectly legal to tap it as well.

sulivandhi wrote:Why? I checked the codes of "Reanimate" but found nothing wrong.
Maybe there's something wrong after all. I don't think it depends on the other cards. Could you post the version of Reanimate you are using?
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Re: Card Creation Request Thread

Postby Vasht » 20 Apr 2013, 12:21

thefiremind wrote:
I can't test it on my notebook, so I can just look at the code. It reminds me how this kind of costs was coded in DotP2012 (with a target definition inside the cost and one outside), I would have coded it differently, but it could work. One thing is wrong, though: why excluding the Voice of the Woods itself from the possible Elves to tap? It's perfectly legal to tap it as well.
I startet from Skirsdag High Priest(by sumomole) and just changed a couple of things :?
When i tested the card I could tap Voice of the Woods as well. (I'dont know were is the exclduing part of the code)
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Re: Card Creation Request Thread

Postby thefiremind » 20 Apr 2013, 13:28

Vasht wrote:When i tested the card I could tap Voice of the Woods as well. (I'dont know were is the exclduing part of the code)
Code: Select all
filter:SetCardInstance( Object() )
filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
This is the excluding part. Inside the cost it's only limited to the AI, that's why you could tap Voice of the Woods. Of course Skirsdag High Priest can't choose himself because he must tap for the {T} part of the cost, but Voice of the Woods can (no matter who's controlling it).
I made a cleaner version of Voice of the Woods which uses a "generic" cost.

I also coded Killing Wave, but the code is a mess... I really hope it works, or at least that someone finds a bug in a short time, otherwise I'll probably forget the strategy behind it. :lol:
Attachments
VOICE_OF_THE_WOODS_167888.zip
(updated version, no illustration)
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KILLING_WAVE_240180.zip
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Re: Card Creation Request Thread

Postby sulivandhi » 20 Apr 2013, 16:07

Here is "Reanimate" I am using.
Thank you! :D
Attachments
REANIMATE_220576.zip
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Re: Card Creation Request Thread

Postby thefiremind » 20 Apr 2013, 16:40

sulivandhi wrote:Here is "Reanimate" I am using.
Thank you! :D
I can't see anything wrong, either. Are you sure that you don't have another mod that contains a Reanimate with the same Multiverse ID? Just to be 100% sure, try to use this Reanimate in your deck. It's exactly the same, but I added a 9 to its ID. If it still doesn't work, at least we know that the game wasn't reading another card.
Attachments
REANIMATE_9220576.zip
The same Reanimate as before, but with different Multiverse ID
(1.96 KiB) Downloaded 256 times
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Re: Card Creation Request Thread

Postby sulivandhi » 20 Apr 2013, 21:02

thefiremind wrote:
sulivandhi wrote:Here is "Reanimate" I am using.
Thank you! :D
I can't see anything wrong, either. Are you sure that you don't have another mod that contains a Reanimate with the same Multiverse ID? Just to be 100% sure, try to use this Reanimate in your deck. It's exactly the same, but I added a 9 to its ID. If it still doesn't work, at least we know that the game wasn't reading another card.
Oh, thank you for your advice!
I found another "Reanimate" in the core wad file, which was incorrectly coded. My deck referred to that card.
Now it works fine! Thanks again! :D
btw, My deck is quite powerful for defeating AIs. :lol:
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Re: Card Creation Request Thread

Postby Kieran » 21 Apr 2013, 00:03

thefiremind wrote: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.
@ thefiremind: Thanks! I haven't had time to visit the site as often as I'd like to lately but your fulfilling this request is appreciated. Here is a small card request list from my brother with transform cards and two equipment cards:

Stalking Vampire / Screeching Bat
Ravenous Demon / Archdemon of Greed
Elbrus, the Binding Blade / Withengar Unbound
Blind Hunter
Turntimber Basilisk
Deathrender
Magebane Armor

But I would like to request any of the 'Level Up' cards from Rise of the Eldrazi, especially:

Lord of Shatterskull Pass
Guul Draz Assassin
Nirkana Cutthroat
Coralhelm Commander

When I have more time I'll get a closer look @ the Student of Warfare XML that was already coded. I tried using it as a base to create Hada Spy Patrol but didn't really understand how the code was implemented because I was in a rush. I'm currently trying to encode Breaking Point using the Browbeat XML as the base. If and/or when I'm successful with Breaking Point I'll upload it and the other cards I've coded for DL. Anyway, thanks to anyone willing to try to produce these cards and in the coming week I'll be able to contribute back to this vibrant community.

Edit: I'm trying to complete the Deathrender equipment now.
Academy Researchers, Bruna, Light of Alabaster, and Ink-Eyes, Servant of Oni are the codes I'm currently looking @ to Implement the second effect of Deathrender. Are there other cards already made whose code would be a better starting point?
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Re: Card Creation Request Thread

Postby sulivandhi » 21 Apr 2013, 02:26

Hi, me again.
Is there any possibility to get Sudden Spoiling?
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Re: Card Creation Request Thread

Postby damienx45 » 21 Apr 2013, 06:38

hey firemind i was playing around with a program called magic set editor and i was wondering if these 5 elf cards and 1 new token could be made, i got most of the abilities from other cards, (creakwood liege, heedless one, nature's spiral, etc.) could you take a look at them.


elf hopefuls.rar
(245.59 KiB) Downloaded 251 times


also if you get a chance i would like to request Wirewood lodge and sapseed forest
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Re: Card Creation Request Thread

Postby thefiremind » 21 Apr 2013, 09:14

Kieran wrote:Stalking Vampire / Screeching Bat
Ravenous Demon / Archdemon of Greed
Elbrus, the Binding Blade / Withengar Unbound
Blind Hunter
Turntimber Basilisk
Deathrender
Magebane Armor
As I stated before,
thefiremind wrote:transform mechanic is really hard to make right on DotP2013 and I gave up with it long time ago.
:lol: That doesn't prevent someone else from trying to fill your request, though. :wink:
Turntimber Basilisk is impossible to code because DotP has no support for effects that force creature A to block creature B. I tried to think about ways to get around the problem, but with no success.
Blind Hunter can be definitely coded: I made it for DotP2012 and with DotP2013 it should be even easier.
No problem about the equipments as well.

Level up isn't difficult, you just need the ability that adds level counters, and then one or more abilities that work only when the card's level counters are within a certain range. Of course you can't have the card show the appropriate frame, but that doesn't prevent the mechanic from working.

Kieran wrote:Edit: I'm trying to complete the Deathrender equipment now.
Academy Researchers, Bruna, Light of Alabaster, and Ink-Eyes, Servant of Oni are the codes I'm currently looking @ to Implement the second effect of Deathrender. Are there other cards already made whose code would be a better starting point?
"Whenever equipped creature dies" is the same as "Whenever enchanted creature dies" code-wise, so you could start from Fool's Demise (Return to Ravnica DLC) for the trigger condition. About the action, you could copy it from Warren Instigator (just remove the Goblin sub-type from the filter), there's just one thing to add: before
Code: Select all
card:PutIntoPlay( player )
you need to protect the card pointer from the zone change, so you can refer to it when attaching Deathrender. The code inside the "if" will become:
Code: Select all
target:Protect_CardPtr(0)
card:PutIntoPlay( player )
(calling the chest variable "target" instead of "targetDC" as usual is highly confusing, but try to remember what's inside the variables without trusting the names :wink:)
Then, after this RESOLUTION_TIME_ACTION, you'll add another one:
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
    if (card ~= nil and EffectSource() ~= nil) then
       EffectSource():Attach( card )
    end
    </RESOLUTION_TIME_ACTION>
and Deathrender should be done.

sulivandhi wrote:Hi, me again.
Is there any possibility to get Sudden Spoiling?
It can be done. Split second can be implemented by making a static ability that works while the card is on the stack and gives CHARACTERISTIC_CANT_BE_PLAYED and CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES to every card in every zone.

damienx45 wrote:hey firemind i was playing around with a program called magic set editor and i was wondering if these 5 elf cards and 1 new token could be made
They seem all possible to me, but bear in mind that the AI is a bit dumb when treating infect: it often leaves the infect creatures unblocked even when the resulting poison counters would make it lose the game. Of course I didn't know about that when I made my infect deck.

damienx45 wrote:also if you get a chance i would like to request Wirewood Lodge and Sapseep Forest
(I adjusted the names in the quoted text so I could see the automatic card linking)
They can be done as well. Just be aware that Sapseep Forest can't have the green land frame (without making it really green, which would make it wrong especially for its own ability).

I answered to everyone just to let you know that nobody has been forgotten, but the requests won't be filled so fast (by me, at least).
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Re: Card Creation Request Thread

Postby RiiakShiNal » 21 Apr 2013, 13:33

damienx45 wrote:also if you get a chance i would like to request Wirewood lodge and sapseed forest
I created Wirewood Lodge a while back for someone else (though I can't remember who at the moment).
Wirewood Lodge | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
   <FILENAME text="WIREWOOD_LODGE_34764" />
   <CARDNAME text="WIREWOOD_LODGE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Wirewood Lodge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pavillon de Brinbois]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pabellón de Wirewood]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Drahtholzwald-Unterkunft]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tana di Boscocavo]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Wirewood Lodge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Wirewood Lodge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Wirewood Lodge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cabana de Wirewood]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="34764" />
   <ARTID value="RSN34764" />
   <ARTIST name="Anthony S. Waters" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="ONS" />
   <RARITY metaname="U" />
   <MANA_ABILITY filter_zone="ZONE_IN_PLAY">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {1}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PRODUCES amount="{1}" />
   </MANA_ABILITY>
   <ACTIVATED_ABILITY filter_zone="ZONE_IN_PLAY">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{G}, {T}: Untap target Elf.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{G}, {T} : Dégagez l'elfe ciblé.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{G}, {T}: Endereza el Elfo objetivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{G}, {T}: Enttappe einen Elfen deiner Wahl.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{G}, {T}: STAPpa un Elfo bersaglio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{G}, {T}: Untap target Elf.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{G}, {T}: Untap target Elf.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{G}, {T}: Untap target Elf.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{G}, {T}: Desvira o Elfo alvo.]]></LOCALISED_TEXT>
      <COST type="Mana" cost="{G}" />
      <COST type="TapSelf" />
      <TARGET_DEFINITION id="0">
         local oFilter = Object():GetFilter()
         oFilter:Clear()
         oFilter:SetZone( ZONE_IN_PLAY )
         oFilter:AddCardType( CARD_TYPE_CREATURE )
         oFilter:AddSubType( CREATURE_TYPE_ELF )
         oFilter:SetHint( HINT_ALLIED_ONLY, EffectController() )
      </TARGET_DEFINITION>
      <TARGET_DETERMINATION>
         return AtLeastOneTargetFromDefinition(0)
      </TARGET_DETERMINATION>
      <PLAY_TIME_ACTION target_choosing="1">
         EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_UNTAP", EffectDC():Make_Targets(0) )
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local oTarget = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if (oTarget ~= nil) then
            oTarget:Untap()
         end
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
</CARD_V2>
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Re: Card Creation Request Thread

Postby thefiremind » 21 Apr 2013, 13:47

Here's what I managed to make so far.

Some notes:
  • Blind Hunter: I don't know exactly how the game sets the EffectController of a delayed trigger, and this is important for the haunt mechanic because "If a creature with haunt controlled by Player A but owned by Player B is put into a graveyard, Player A controls the haunt triggered ability. That player chooses the target for the haunt ability and must remove the card from the game. However, when the haunted creature is put into a graveyard, Player B will control the triggered ability of the card in the removed-from-the-game zone and will make any choices it requires." If the last part of this ruling fails for my Blind Hunter (Player A will control the ability rather than Player B), you'll find the instructions on how to fix it yourself inside the last triggered ability.
  • Guul Draz Assassin: I chose to make this level up creature because it's quite linear in its code. Give it a look and I think you could understand how it works enough to make other level up creatures on your own. Just remember that if you plan to make cards that care about a creature having level up (i.e. Venerated Teacher) you'll have to add a "fake characteristic" that allows you to check it, as I did for my modular creatures in order to make Arcbound Overseer working.
  • Sudden Spoiling: the code for split second is totally reusable (given that it works :lol:). You can copy-paste the whole split second ability onto any other card.
Attachments
4 cards for Kieran.zip
Blind Hunter, Deathrender, Guul Draz Assassin, Magebane Armor (no illustrations, untested)
(9.94 KiB) Downloaded 271 times
SUDDEN_SPOILING_113525.zip
(no illustration, untested)
(2.27 KiB) Downloaded 271 times
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Re: Card Creation Request Thread

Postby damienx45 » 21 Apr 2013, 18:44

hey if you could point me in the right direction on how to code those five cards + that token i will code them myself, but i have another request these cards are already done but i have noticed that with them in my elven march deck the game crashes after about 5 or 6 matches, so i was just wondering if you could take a look at them and make sure i got the coding right, plus everytime i try to unpack my deck with those cards in it, the wad editor gives errors and then crashes so i may have gotten part of the coding wrong, thats why i was going to see if you would take a look at them, you know better safe than sorry. by the way every one of these elf cards were done by your card generator.

elf cards.rar
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