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Card Creation Request Thread
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Re: Card Creation Request Thread
by Scion of Darkness » 29 Apr 2013, 14:51
I've achieved success on the first part of the multi land card now i have a couple questions i have 5 modded landwalk badges tdx but the badge is made with TDX, MTL and a CNT file, is it enought to mod the tdx or do i need to change the other 2 files? (if yes how do i do that?) and on that lua file i use it says message = "ADD_W_TO_YOUR_MANA_POOL", badge = BADGE_PLAINS_WALK" do i just need to change the badge name to my badge name or do i need to mod something else more?
Thanks
Thanks
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Re: Card Creation Request Thread
by nivmizzet1 » 29 Apr 2013, 15:37
Thanks thefiremind, it works better now, but even so it seems to suffer the same problem as the other version, where the cards enter the battlefield in an order, not at the same time.thefiremind wrote:I made a real mess with that code...Now it's fixed. Retrieve the new version on the old post:
viewtopic.php?f=64&t=4557&p=116558#p116558
I also changed it so that it reveals just non-creature cards, because creatures are revealed when they enter the battlefield and nobody likes a huge amount of cards flipped through GuidedReveal.

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Re: Card Creation Request Thread
by thefiremind » 29 Apr 2013, 16:16
This is unexpected... I don't know what to do then. 

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Re: Card Creation Request Thread
by nivmizzet1 » 29 Apr 2013, 16:17
or maybe it's a problem with my code for elgaud shieldmate...nivmizzet1 wrote:Thanks thefiremind, it works better now, but even so it seems to suffer the same problem as the other version, where the cards enter the battlefield in an order, not at the same time.thefiremind wrote:I made a real mess with that code...Now it's fixed. Retrieve the new version on the old post:
viewtopic.php?f=64&t=4557&p=116558#p116558
I also changed it so that it reveals just non-creature cards, because creatures are revealed when they enter the battlefield and nobody likes a huge amount of cards flipped through GuidedReveal.
I just had a game where I played mass polymorph into elgaud and 4 other creatures. At first, all 4 creatures were lit, indicating they could be selected for the shieldmate's ability, but then after I clicked on the creature I wanted to pair with, it didn't pair; instead, all but 1 of the creatures became unselectable. I opted to "finish" shieldmate's ability without selecting the single creature that was left to pair with just to see what would happen, and instead of completing the shieldmate's ability it changed the creature that was selectable. I opted to "finish" once more without selecting a creature and it moved to the next creature. I thought at this stage that the card (mass polymorph) actually worked, albeit inefficiently, but then I opted to "finish" again, expecting the 4th and last creature (the one I actually wanted to select) to become selectable, but at that point the shieldmate's ability ended. I couldn't select the 4th creature. Any idea what's wrong?
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Elgaud_Shieldmate_3848167.zip
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Re: Card Creation Request Thread
by sumomole » 29 Apr 2013, 16:32
Perhaps you can test the code from here.nivmizzet1 wrote:Thanks thefiremind, it works better now, but even so it seems to suffer the same problem as the other version, where the cards enter the battlefield in an order, not at the same time.
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Re: Card Creation Request Thread
by sumomole » 29 Apr 2013, 16:51
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Immortal Servitude.zip
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Re: Card Creation Request Thread
by sumomole » 29 Apr 2013, 16:56
Badge? ah ~ I don't know, I remember Kev know, and perhaps firemind know too.Scion of Darkness wrote:I've achieved success on the first part of the multi land card now i have a couple questions i have 5 modded landwalk badges tdx but the badge is made with TDX, MTL and a CNT file, is it enought to mod the tdx or do i need to change the other 2 files? (if yes how do i do that?) and on that lua file i use it says message = "ADD_W_TO_YOUR_MANA_POOL", badge = BADGE_PLAINS_WALK" do i just need to change the badge name to my badge name or do i need to mod something else more?

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Re: Card Creation Request Thread
by NEMESiS » 29 Apr 2013, 17:00
I noticed that and I tried to create a sort of server with a PC that I no longer used but it was not good enough in the end so I dropped the idea. With that said RiiakShiNal detail the many issues that would come from trying this:sumomole wrote:I found if I use two same name but different ID cards, they can both on battlefield even if they are legendary.
Perhaps if we can also make cards in DOTP2014, should create a topic to lists the completed cards and its ID, to ensure that each card is unique.1.JPG
viewtopic.php?f=99&t=9787
Although, making a thread listing all the cards could be an interesting idea. It would need to be constantly monitored and updated.
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Re: Card Creation Request Thread
by Scion of Darkness » 29 Apr 2013, 18:35
For The card id problem i sugest everybody start using the card web generator, since the ids are pre-stablished there is no way of having the same card with 2 diferent ids
XD as for the cards made using my dotp dropbox account or making a public database would make easy to see if the card was already made so instead of creat it again the comunity would only need to download it or use the card name if the mod contaning the card is already present on the PC
XD as for the cards made using my dotp dropbox account or making a public database would make easy to see if the card was already made so instead of creat it again the comunity would only need to download it or use the card name if the mod contaning the card is already present on the PC
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Re: Card Creation Request Thread
by gorem2k » 29 Apr 2013, 18:48
I'm trying to code Demonic Hordes but it's very basic; the ability is working as it should but I have issues with its conditions.
Right now, it auto-tap lands if available which is not exactly the correct thing and I can't find a way to make opponent choose a land to sacrifice.
Here's what I've been able to do so far:
And I'm not sure if there's a way of identifying and using a creature who produces [B] mana if too short on lands.
Right now, it auto-tap lands if available which is not exactly the correct thing and I can't find a way to make opponent choose a land to sacrifice.
Here's what I've been able to do so far:
- Code: Select all
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return ( EffectController():MyTurn() ~= 0 ) and ( MTG():GetStep() == STEP_UPKEEP )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local filter = Object():GetFilter()
filter:Clear()
filter:SetController( player )
if player:CanAfford("{B}{B}{B}") == 1 then
player:TapLand("{B}{B}{B}")
else
-- ???
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
And I'm not sure if there's a way of identifying and using a creature who produces [B] mana if too short on lands.
Re: Card Creation Request Thread
by sumomole » 29 Apr 2013, 22:38
gorem2k wrote:I'm trying to code Demonic Hordes but it's very basic; the ability is working as it should but I have issues with its conditions.
- Code: Select all
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, unless you pay {B}{B}{B}, tap Demonic Hordes and sacrifice a land of an opponent’s choice.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return ( EffectController():MyTurn() ~= 0 ) and ( MTG():GetStep() == STEP_UPKEEP )
</TRIGGER>
<COST type="Mana" cost="{B}{B}{B}" qualifier="conditional" />
<RESOLUTION_TIME_ACTION conditional="else">
if EffectSource() ~= nil then
EffectSource():Tap()
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION conditional="else">
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetFilterType( FILTER_TYPE_PLAYERS + FILTER_TYPE_OPPONENTS)
filter:SetOwner( EffectController() )
filter:SetHint( HINT_ENEMY, EffectController() )
EffectController():ChooseTarget( NO_VALIDATION, "CARD_QUERY_CHOOSE_OPPONENT", EffectDC():Make_Targets(0) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if player ~= nil then
local filter = Object():GetFilter()
filter:Clear()
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_LAND )
filter:NotTargetted()
filter:SetHint( HINT_ENEMY, player )
player:ChooseTarget( NO_VALIDATION, "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE", EffectDC():Make_Targets(1) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
target:Sacrifice(EffectController())
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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Re: Card Creation Request Thread
by KnowledgeJunkie7 » 30 Apr 2013, 08:00
Figured I'd post here some of the cards I've finished illustrations on that I didn't see completed elsewhere- few cards from Gatecrash, Return to Ravnica, Dragon's Maze, and others that people have request in this thread that I ended up using. I'm including the card's .XML file, the associated .tdx artwork, and my deck box for anybody who wants to use.
- Code: Select all
[b]Cards:[/b]
Giant Adephage (added illustration- code found further back in thread)
Prime Speaker Zegana (added illustration- code found in sumomole's Dragon's Maze cards thread)
Progenitor Mimic (added illustration- code found in sumomole's Dragon's Maze cards thread)
Simic Charm (added illustration- code found in sumomole's Dragon's Maze cards thread)
Zameck Guildmage (added illustration- code found in sumomole's Dragon's Maze cards thread)
[b]Deck Box:[/b]
Prime Speaker Zegana (used for the custom deck I'm currently finishing, feel free to use)
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Completed Items.zip
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Re: Card Creation Request Thread
by nivmizzet1 » 30 Apr 2013, 13:30
I just wanted to say that your code for mass polymorph actually works perfectly fine. I figured out the problem I was having, and it wasn't being caused by Mass Polymorph.thefiremind wrote:This is unexpected... I don't know what to do then.
Cheers!
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Re: Card Creation Request Thread
by nivmizzet1 » 30 Apr 2013, 13:37
Hi Sumomole, thanks. I think that code has the card working pretty much the same as with thefireminds code. I found out the problem I was having wasn't being caused by mass polymorph -- it arose from failing to port a function for soulbond from your mod. I got confused because I originally had your mod installed, and it worked then but that was when mass polymorph was coded incorrectly; around the same time as I got the new code for mass polymorph was when I deleted your mod because I thought it was effecting something else. Then as a result my elgaud shieldmate stopped working, but I thought it was a problem with mass polymorph. Anyway, it's all fixed now, and I figured out the other problem so I can re-install your mod!sumomole wrote:Perhaps you can test the code from here.nivmizzet1 wrote:Thanks thefiremind, it works better now, but even so it seems to suffer the same problem as the other version, where the cards enter the battlefield in an order, not at the same time.

______________________________________
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
- nivmizzet1
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