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Card Creation Request Thread
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Re: Card Creation Request Thread
by gorem2k » 08 Jun 2013, 00:27
Just wondering if you guys could improve Æther Vial originally from BlindWillow DLC.
It's such an useful card BUT it's also annoying to be asked every turn for a vial counter.
My idea is if we could ask for a target X maximum when it's first cast, then it would just sit there adding up until X is reached.
of course, this customized version wouldn't allow you to play any higher cost creatures but in a deck with say only 4 cmc creatures, it would be fine.
any idea?
also I'm wondering if Kira, Great Glass-Spinner or Shimmering Glasskite are possible. I was just looking in CONSTANTS.LOL and saw TRIGGER_BECAME_TARGET = 20 along with _TRIGGER_COUNT = 87. what is TRIGGER_COUNT used for? example cards?
It's such an useful card BUT it's also annoying to be asked every turn for a vial counter.
My idea is if we could ask for a target X maximum when it's first cast, then it would just sit there adding up until X is reached.
of course, this customized version wouldn't allow you to play any higher cost creatures but in a deck with say only 4 cmc creatures, it would be fine.
any idea?
also I'm wondering if Kira, Great Glass-Spinner or Shimmering Glasskite are possible. I was just looking in CONSTANTS.LOL and saw TRIGGER_BECAME_TARGET = 20 along with _TRIGGER_COUNT = 87. what is TRIGGER_COUNT used for? example cards?
Last edited by gorem2k on 08 Jun 2013, 04:14, edited 1 time in total.
Re: Card Creation Request Thread
by Kieran » 08 Jun 2013, 03:10
I've been thinking of trying an infect deck for a while and I'm glad my brother finally requested one from me. I know there have been a lot of infect cards made but I can't seem to find the following and would like to request them.
Big Game Hunter (Found in thefiremind DLC)
Caress of Phyrexia
Corrupted Conscience
Entomber Exarch
Ichor Explosion
Life's Finale
Mind Sludge (awesome card, I'm going to keep trying to code it)
Reaper of Sheoldred
Septic Rats (Found in thefiremind DLC)
Tangle Angler
I've actually searched for them and decided created a few infect cards using the various codes available. Corrupted Conscience is the only one that's not functioning properly. I'm not sure why because the other few I've made work perfectly. As always, if any of these cards are already available just let me know where to retrieve them. Thanks in advance!
Edit: I forgot to add Grim Discovery and Dark Depths.
Big Game Hunter (Found in thefiremind DLC)
Caress of Phyrexia
Corrupted Conscience
Entomber Exarch
Ichor Explosion
Life's Finale
Mind Sludge (awesome card, I'm going to keep trying to code it)
Reaper of Sheoldred
Septic Rats (Found in thefiremind DLC)
Tangle Angler
I've actually searched for them and decided created a few infect cards using the various codes available. Corrupted Conscience is the only one that's not functioning properly. I'm not sure why because the other few I've made work perfectly. As always, if any of these cards are already available just let me know where to retrieve them. Thanks in advance!
Edit: I forgot to add Grim Discovery and Dark Depths.
Last edited by Kieran on 08 Jun 2013, 04:35, edited 2 times in total.
Re: Card Creation Request Thread
by gorem2k » 08 Jun 2013, 03:44
You can find Big Game Hunter and Septic Rats in thefiremind DLC
Re: Card Creation Request Thread
by Scion of Darkness » 08 Jun 2013, 05:53
Is there a way to make the became tapped for mana trigger work? I've made my city of brass work with granting mana ability but now its missing the part when i suffer 1 damage =S
thanks
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Re: Card Creation Request Thread
by BloodReyvyn » 08 Jun 2013, 07:27
I have been trying to figure out a simple way to count the number of creatures blocking a specific creature. Is there a quick and easy solution to this?
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Re: Card Creation Request Thread
by sumomole » 08 Jun 2013, 09:54
Kieran wrote:I've been thinking of trying an infect deck for a while and I'm glad my brother finally requested one from me. I know there have been a lot of infect cards made but I can't seem to find the following and would like to request them.
Big Game Hunter (Found in thefiremind DLC)
Caress of Phyrexia
Corrupted Conscience
Entomber Exarch
Ichor Explosion
Life's Finale
Mind Sludge (awesome card, I'm going to keep trying to code it)
Reaper of Sheoldred
Septic Rats (Found in thefiremind DLC)
Tangle Angler
I've actually searched for them and decided created a few infect cards using the various codes available. Corrupted Conscience is the only one that's not functioning properly. I'm not sure why because the other few I've made work perfectly. As always, if any of these cards are already available just let me know where to retrieve them. Thanks in advance!
Edit: I forgot to add Grim Discovery and Dark Depths.
CARDS.rar
- Entomber Exarch & Grim Discovery
- (227.58 KiB) Downloaded 291 times
The first ability of City of Brass triggers no matter how the land becomes tapped.Scion of Darkness wrote:Is there a way to make the became tapped for mana trigger work? I've made my city of brass work with granting mana ability but now its missing the part when i suffer 1 damage =S
BloodReyvyn wrote:I have been trying to figure out a simple way to count the number of creatures blocking a specific creature. Is there a quick and easy solution to this?
- Code: Select all
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetBlockVictim( specific creature )
total = filter:Count()
Last edited by sumomole on 08 Jun 2013, 10:02, edited 1 time in total.
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Re: Card Creation Request Thread
by thefiremind » 08 Jun 2013, 10:01
It's definitely possible. And if someone chooses X=0, then we could make it work as normal.gorem2k wrote:Just wondering if you guys could improve Æther Vial originally from BlindWillow DLC.
It's such an useful card BUT it's also annoying to be asked every turn for a vial counter.
My idea is if we could ask for a target X maximum when it's first cast, then it would just sit there adding up until X is reached.
of course, this customized version wouldn't allow you to play any higher cost creatures but in a deck with say only 4 cmc creatures, it would be fine.
any idea?
They would be possible if they counted only spells, but there's no way to counter abilities on DotP.gorem2k wrote:also I'm wondering if Kira, Great Glass-Spinner or Shimmering Glasskite are possible.
The _<something>_COUNT constants aren't used in game, they are just a way for the developers to say "this kind of constants goes up to this number". Why this could be useful, I really don't know.gorem2k wrote:I was just looking in CONSTANTS.LOL and saw TRIGGER_BECAME_TARGET = 20 along with _TRIGGER_COUNT = 87. what is TRIGGER_COUNT used for? example cards?
You should always be aware that the AI is really dumb when evaluating infect creatures. As far as I could see, the problem is that the AI doesn't give any importance to poison counters, so infect creatures are creatures that can't deal damage to players from the AI's point of view. Both BlindWillow and me made "hacks" that force the AI to take some decisions, this should enhance its way of playing in some scenarios (but might make it worse in some other onesKieran wrote:I've been thinking of trying an infect deck for a while and I'm glad my brother finally requested one from me.

As long as your only concern is City of Brass, the BECAME_TAPPED trigger is enough: the text doesn't say "tapped for mana", just "tapped". For things that care about "tapped for mana", the only way is to use mana tokens and make the activated ability fire the trigger manually (look at how the cycling mechanic does it).Scion of Darkness wrote:Is there a way to make the became tapped for mana trigger work? I've made my city of brass work with granting mana ability but now its missing the part when i suffer 1 damage =S
EDIT: sumomole already answered while I was writing, but I dropped in some more information.

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Re: Card Creation Request Thread
by BloodReyvyn » 08 Jun 2013, 11:29
I guess I should be more succinct when asking for help... I suck at typing today. lol
I am trying to code Teeka's Dragon and am having a few issues with the Rampage part... right now it just doesn't trigger at all, though the computer sees it as a threat and won't block one with more than one creature ever. I pitted myself against it and waited for them to attack and blocked one with 3 2/2 Flying creatures. It appeared nothing happened, but at the same time, there was no damage dealt to the dragon.
I am trying to code Teeka's Dragon and am having a few issues with the Rampage part... right now it just doesn't trigger at all, though the computer sees it as a threat and won't block one with more than one creature ever. I pitted myself against it and waited for them to attack and blocked one with 3 2/2 Flying creatures. It appeared nothing happened, but at the same time, there was no damage dealt to the dragon.
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2>
<FILENAME text="TEEKAS_DRAGON_3268" />
<CARDNAME text="TEEKAS_DRAGON" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Teeka’s Dragon]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="3268" />
<ARTID value="A3268" />
<ARTIST name="Liz Danforth" />
<CASTING_COST cost="{9}" />
<TYPE metaname="Artifact" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Dragon" />
<EXPANSION value="MI" />
<RARITY metaname="R" />
<POWER value="5" />
<TOUGHNESS value="5" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare, travolgere, furia 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Flying; trample; rampage 4]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_FLYING, 1 )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_TRAMPLE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
local rampagecounter = 0
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetBlockVictim( Object() )
total = filter:Count()
rampagetotal = ((total - 1) * 4)
<TRIGGER value="BLOCKING">
return (SecondaryObject() == Object() and rampagecounter > 0)
</TRIGGER>
<CONTINUOUS_ACTION layer="7C">
if (EffectSource() ~= nil) then
for i=1, (rampagetotal - 1) do
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Set( (rampagetotal + 5) )
characteristics:Toughness_Set( (rampagetotal + 5) )
end
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
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Re: Card Creation Request Thread
by thefiremind » 08 Jun 2013, 11:52
The line
But I think it's still not what you want because the BLOCKING trigger will trigger once for each blocking creature. You should use WAS_BLOCKED (which is from your creature's perspective so you need TriggerObject() == Object() or simple_qualifier="self").
Another thing: why using Power_Set and Toughness_Set and then adding 5? Shouldn't you do like any other creature that pumps itself, with Power_Add and Toughness_Add? And you are using a rampagetotal variable in the CONTINUOUS_ACTION that you never defined. And the auto_skip="1" is unfair when you are raising the toughness: opponents will definitely want to be able to respond before the pump begins.
In short, I would do it like this:
EDIT: Here's my attempt at the customized AEther Vial requested by gorem2k. Let me know if it works as expected.
- Code: Select all
<TRIGGER value="BLOCKING">
- Code: Select all
local rampagecounter = 0

Another thing: why using Power_Set and Toughness_Set and then adding 5? Shouldn't you do like any other creature that pumps itself, with Power_Add and Toughness_Add? And you are using a rampagetotal variable in the CONTINUOUS_ACTION that you never defined. And the auto_skip="1" is unfair when you are raising the toughness: opponents will definitely want to be able to respond before the pump begins.
In short, I would do it like this:
- Code: Select all
<TRIGGERED_ABILITY>
<TRIGGER value="WAS_BLOCKED" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
local rampage = 4 -- just change this value if you need to adapt the rampage number
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetBlockVictim( Object() )
EffectDC():Set_Int( 1, rampage*(filter:Count()-1) )
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local bonus = EffectDC():Get_Int(1)
if bonus > 0 then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add(bonus)
characteristics:Toughness_Add(bonus)
end
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>
EDIT: Here's my attempt at the customized AEther Vial requested by gorem2k. Let me know if it works as expected.
- Attachments
-
AETHER_VIAL_212630 customized.zip
- AEther Vial that asks for a specific number of counters to reach
- (108.92 KiB) Downloaded 238 times
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Re: Card Creation Request Thread
by RiiakShiNal » 08 Jun 2013, 13:23
This can be useful if you are iterating through all "known" values without having to guess how many there are, whether they are actually used anywhere (possibly in LUA code we don't have access to), I don't know, they may have been included just in case.thefiremind wrote:The _<something>_COUNT constants aren't used in game, they are just a way for the developers to say "this kind of constants goes up to this number". Why this could be useful, I really don't know.gorem2k wrote:I was just looking in CONSTANTS.LOL and saw TRIGGER_BECAME_TARGET = 20 along with _TRIGGER_COUNT = 87. what is TRIGGER_COUNT used for? example cards?
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Re: Card Creation Request Thread
by BloodReyvyn » 08 Jun 2013, 13:25
Awesome. Thank you again.
I thought I had moved that <FILTER> block, but I think I been staring at it too long. lol
The auto-skip was only put in there because of the first time I was testing it and the computer kept burning it before I could see if it was giving the proper +X/+X until end of turn. I finally just ended up making a testing deck and facing it against itself just to make sure the card would get in play faster without being messed with.
rampagetotal was originally rampagecounter, I apparently forgot to change the variable declaration. And as far as the P/T set... Not sure where I was going with that, but I think it was part of a code I copied from another card.
As always, your code is far more direct and easier to understand.
I thought I had moved that <FILTER> block, but I think I been staring at it too long. lol
The auto-skip was only put in there because of the first time I was testing it and the computer kept burning it before I could see if it was giving the proper +X/+X until end of turn. I finally just ended up making a testing deck and facing it against itself just to make sure the card would get in play faster without being messed with.
rampagetotal was originally rampagecounter, I apparently forgot to change the variable declaration. And as far as the P/T set... Not sure where I was going with that, but I think it was part of a code I copied from another card.
As always, your code is far more direct and easier to understand.

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Re: Card Creation Request Thread
by thefiremind » 08 Jun 2013, 13:29
It wouldn't have worked anyway: you can't pass local variables from one action to another if you don't save them into EffectDC (or ObjectDC if needed) registers.BloodReyvyn wrote:rampagetotal was originally rampagecounter, I apparently forgot to change the variable declaration.
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Re: Card Creation Request Thread
by gorem2k » 08 Jun 2013, 13:47
Perfect.thefiremind wrote:Here's my attempt at the customized AEther Vial requested by gorem2k. Let me know if it works as expected.
Modern Masters reprint art..

Re: Card Creation Request Thread
by nivmizzet1 » 08 Jun 2013, 14:53
It's official. I can't figure out the code for this card.
- Code: Select all
<STATIC_ABILITY attach_filter="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturenverzauberung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local attach_filter = Object():AttachmentFilter_Get()
attach_filter:Clear()
attach_filter:AddCardType( CARD_TYPE_CREATURE )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners’ hands.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, i proprietari riprendono in mano la creatura incantata e tutte le Aure assegnate a quella creatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bringe zu Beginn deines Versorgungssegments die verzauberte Kreatur und alle an sie angelegten Auren auf die Hand ihrer Besitzer zurück.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, renvoyez la créature enchantée et toutes les auras qui sont attachées à cette créature dans les mains de leurs propriétaires.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, regresa la criatura encantada y todas las auras anexadas a esa criatura a las manos de sus propietarios.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、エンチャントされているクリーチャーと、それにつけられているすべてのオーラを、それぞれのオーナーの手札に戻す。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners’ hands.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего этапа поддержки верните зачарованное существо и все наложенные на него Ауры в руки владельцев.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, devolva a criatura encantada e todas as Auras anexadas a ela para as mãos de seus donos.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return ( (MTG():GetStep() == STEP_UPKEEP) and (TriggerPlayer() == EffectController()) and (TriggerPlayer():MyTurn() ~= 0))
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:AddCardType( CARD_TYPE_ENCHANTMENT )
filter:AddSubType( ENCHANTMENT_TYPE_AURA )
filter:SetParent( source )
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
local total = filter:EvaluateObjects()
if total > 0 then
for i=0,total-1 do
local card = filter:GetNthEvaluatedObject(i)
if card ~= nil then
card:ReturnToOwnersHand()
end
end
source:ReturnToOwnersHand()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SPELL_ABILITY attach_filter="1" dangerous="1" filter_zone="ZONE_IN_PLAY">
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ALLIED, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target_card ~= nil then
Object():Enchant( target_card )
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<AI_BASE_SCORE score="300" zone="ZONE_IN_PLAY" />
<AI_BASE_SCORE score="600" zone="ZONE_HAND" />
</CARD_V2>
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