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Formal Request Thread

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Re: Formal Request Thread

Postby thefiremind » 12 Jul 2013, 19:27

Try this:
Ripple on spells (untested) | Open
Code: Select all
  <SPELL_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remous 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ondear 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wallung 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Propagazione 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[波及 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Рябь 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ondular 4]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    for i=0,3 do
       local card = EffectController():Library_GetNth(i)
       if card ~= nil then
          card:Reveal()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local queryDC = EffectDC():Make_Chest(1)
    local answerDC = EffectDC():Make_Targets(2)
    local cardsToSelect = 0
    for i=0,3 do
       local card = controller:Library_GetNth(i)
       if card ~= nil then
          queryDC:Set_CardPtr(i, card)
          if card:GetCardName() == TriggerObjectLKI():GetCardName() then
             if controller:CanCastSpellForFree(card) then   
                cardsToSelect = cardsToSelect+1
             else
                queryDC:QueryUnselect_CardPtr(i)
             end
          else
             queryDC:QueryUnselect_CardPtr(i)
          end
       else
          break   
       end
    end
    local count = cardsToSelect
    if count == 0 then
       count = 1 -- without this, I think we wouldn't see the cards we revealed when none is playable
    end
    controller:SetItemCount(count)
    for i=0,count-1 do
       controller:SetItemPrompt(i, "CARD_QUERY_DJINN_OF_WISHES_QUESTION")
    end
    controller:ChooseItemsFromDC(queryDC, answerDC, QUERY_FLAG_UP_TO)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local chosenDC = EffectDC():Get_Targets(2)
    if chosenDC ~= nil then
       for i=0,3 do
          local cardToCast = chosenDC:Get_CardPtr(i)
          if cardToCast ~= nil then
             EffectController():CastSpellForFree(cardToCast)
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local queryDC = EffectDC():Get_Targets(1)
    if queryDC ~= nil then
       for i=0,3 do
          local unselectedCard = queryDC:Get_CardPtr(i)
          if unselectedCard ~= nil then -- this should mean the card is still in the library
             unselectedCard:PutOnBottomOfLibrary()
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_RIPPLE" always_prompt="1" />
  </TRIGGERED_ABILITY>
I'm not sure about the last part... in previous DotP games, making some cards in a target chest change zone was screwing the other card pointers in the same chest. Judging from some official DotP2014 cards it seems this isn't true anymore, but if it is, then PutOnBottomOfLibrary won't work. If you want a sure test you can temporarily substitute PutOnBottomOfLibrary with PutInGraveyard, so you can actually see the cards change zone.
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Re: Formal Request Thread

Postby sumomole » 12 Jul 2013, 19:31

Post Angel of Serenity here if anyone needs her, since I don't know when have time to update my mod. :roll:
Angel of Serenity | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ANGEL_OF_SERENITY_627048" />
  <CARDNAME text="ANGEL_OF_SERENITY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Angel of Serenity]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ange de la sérénité]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ángel de serenidad]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Engel der Reinheit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Angelo della Serenità]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[静穏の天使]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[평온의 천사]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ангел Безмятежности]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Anjo da Serenidade]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="627048" />
  <ARTID value="627048" />
  <ARTIST name="Aleksi Briclot" />
  <CASTING_COST cost="{4}{W}{W}{W}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Angel" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <POWER value="5" />
  <TOUGHNESS value="6" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand l’Ange de la sérénité arrive sur le champ de bataille, vous pouvez exiler jusqu’à trois autres créatures ciblées du champ de bataille et/ou cartes de créature des cimetières.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Ángel de serenidad entre al campo de batalla, puedes exiliar hasta tres otras criaturas del campo de batalla y/o cartas de criatura objetivo de cementerios.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Engel der Reinheit ins Spiel kommt, kannst du bis zu drei andere Kreaturen deiner Wahl aus dem Spiel und/oder Kreaturenkarten deiner Wahl aus Friedhöfen ins Exil schicken.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l’Angelo della Serenità entra nel campo di battaglia, puoi esiliare fino a tre altre creature bersaglio dal campo di battaglia e/o carte creatura dai cimiteri.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[静穏の天使が戦場に出たとき、あなたは戦場にある他のクリーチャーかいずれかの墓地にあるクリーチャー・カード、あるいはその両方から最大3つまでを対象とし、それらを追放してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[평온의 천사가 전장에 들어올 때, 전장에 있는 다른 생물과 무덤에 있는 생물 카드 중에서 목표를 최대 세 개까지 정한다. 당신은 그 목표들을 추방할 수 있다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Ангел Безмятежности выходит на поле битвы, вы можете изгнать до трех других целевых существ с поля битвы и карт существ из кладбищ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Anjo da Serenidade entra no campo de batalha, você pode exilar até três outras criaturas alvo do campo de batalha e/ou cards de criatura de cemitérios.]]></LOCALISED_TEXT>
    <SFX text="TARGET_ADMONITION_ANGEL_PLAY" />
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <MAY />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="0" compartment="0" count="3" up_to="1" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="1" compartment="1" up_to="1">
    local number = 3
    local targetDC = EffectDC():Get_Targets(0)
    if targetDC ~= nil then
      number = number - targetDC:Count()
    end
    MTG():SetTargetCount(number)
    </TARGET>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="2" compartment="2" up_to="1">
    local number = 3
    if EffectDC():Get_Targets(1) == nil or EffectDC():Get_Targets(1):Count() == 0 then
      number = 0
    else
      for i = 0,(1) do
        local targetDC = EffectDC():Get_Targets(i)
        if targetDC ~= nil then
          number = number - targetDC:Count()
        end
      end
    end
    MTG():SetTargetCount(number)
    </TARGET>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="3" compartment="3" up_to="1">
    local number = 3
    if EffectDC():Get_Targets(2) == nil or EffectDC():Get_Targets(2):Count() == 0 then
      number = 0
    else
      for i = 0,(2) do
        local targetDC = EffectDC():Get_Targets(i)
        if targetDC ~= nil then
          number = number - targetDC:Count()
        end
      end
    end
    MTG():SetTargetCount(number)
    </TARGET>
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <TARGET_DEFINITION id="1">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_GRAVEYARD )
    </TARGET_DEFINITION>
    <TARGET_DEFINITION id="2">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_GRAVEYARD )
    local targetDC_f = EffectDC():Get_Targets(1)
    if targetDC_f ~= nil and targetDC_f:Count() &gt; 0 then
      for i = 0,(targetDC_f:Count()-1) do
        local target_f = targetDC_f:Get_CardPtr(i)
        if target_f ~= nil then
           filter:Add( FE_CARD_INSTANCE, OP_NOT, target_f )
        end
      end
    end
    </TARGET_DEFINITION>
    <TARGET_DEFINITION id="3">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_GRAVEYARD )
    local targetDC_f = EffectDC():Get_Targets(1)
    if targetDC_f ~= nil and targetDC_f:Count() &gt; 0 then
      for i = 0,(targetDC_f:Count()-1) do
        local target_f = targetDC_f:Get_CardPtr(i)
        if target_f ~= nil then
           filter:Add( FE_CARD_INSTANCE, OP_NOT, target_f )
        end
      end
    end
    local targetDC_s = EffectDC():Get_Targets(2)
    if targetDC_s ~= nil and targetDC_s:Count() &gt; 0 then
      for i = 0,(targetDC_s:Count()-1) do
        local target_s = targetDC_s:Get_CardPtr(i)
        if target_s ~= nil then
           filter:Add( FE_CARD_INSTANCE, OP_NOT, target_s )
        end
      end
    end
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local source = EffectSource()
    for i = 0,(3) do
      local targetDC = EffectDC():Get_Targets(i)
      if targetDC ~= nil then
        local number = targetDC:Count()
        for j = 0,(number-1) do
          local target = targetDC:Get_CardPtr(j)
          if target ~= nil then
             if source ~= nil then
                local count_so_far = LinkedDC():Get_Int(0)
                LinkedDC():Set_CardPtr(1 + count_so_far, target)
                LinkedDC():Protect_CardPtr(1 + count_so_far)
                LinkedDC():Set_Int(0, count_so_far + 1)
             end
             target:Exile()
          end
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local source = EffectSource()
    local count_so_far = LinkedDC():Get_Int(0)
    if source ~= nil and count_so_far &gt; 0 then
      for i = 1,(count_so_far) do
        local target = LinkedDC():Get_CardPtr(i)
         if target ~= nil then
           target:NailOnto(source)
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY" />
    <AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ENEMY" />
    <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY" />
    <AI_SIMPLIFIED_TARGETING compartment="3" hint="HINT_ENEMY" />
    <AUTO_SKIP>
    for i = 0,(3) do
      local targetDC = EffectDC():Get_Targets(i)
      if targetDC ~= nil then
        local number = targetDC:Count()
        for j = 0,(number-1) do
          local target = targetDC:Get_CardPtr(j)
          if target ~= nil then
             return false
          end
        end
      end
    end
    return true
    </AUTO_SKIP>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Angel of Serenity leaves the battlefield, return the exiled cards to their owners’ hands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand l’Ange de la sérénité quitte le champ de bataille, renvoyez les cartes exilées dans les mains de leurs propriétaires.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Ángel de serenidad deje el campo de batalla, regresa las cartas exiliadas a las manos de sus propietarios.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Engel der Reinheit das Spiel verlässt, bringe die ins Exil geschickten Karten auf die Hand ihrer Besitzer zurück.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l’Angelo della Serenità lascia il campo di battaglia, fai tornare le carte esiliate in mano ai rispettivi proprietari.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[静穏の天使が戦場を離れたとき、その追放されたカードをオーナーの手札に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[평온의 천사가 전장을 떠날 때, 추방된 카드들을 각각 소유자의 손으로 되돌린다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Ангел Безмятежности покидает поле битвы, верните изгнанные карты в руки их владельцев.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Anjo da Serenidade deixar o campo de batalha, devolva os cards exilados para as mãos de seus donos.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local count_so_far = LinkedDC():Get_Int(0)
    if count_so_far &gt; 0 then
      for i = 1,(count_so_far) do
        local target = LinkedDC():Get_CardPtr(i)
         if target ~= nil then
           target:ReturnToOwnersHand()
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_ANGEL_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_ANGEL_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
</CARD_V2>
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 19:43

thefiremind wrote:Try this:
Ripple on spells (untested) | Open
Code: Select all
  <SPELL_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remous 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ondear 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wallung 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Propagazione 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[波及 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Рябь 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ondular 4]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    for i=0,3 do
       local card = EffectController():Library_GetNth(i)
       if card ~= nil then
          card:Reveal()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local queryDC = EffectDC():Make_Chest(1)
    local answerDC = EffectDC():Make_Targets(2)
    local cardsToSelect = 0
    for i=0,3 do
       local card = controller:Library_GetNth(i)
       if card ~= nil then
          queryDC:Set_CardPtr(i, card)
          if card:GetCardName() == TriggerObjectLKI():GetCardName() then
             if controller:CanCastSpellForFree(card) then   
                cardsToSelect = cardsToSelect+1
             else
                queryDC:QueryUnselect_CardPtr(i)
             end
          else
             queryDC:QueryUnselect_CardPtr(i)
          end
       else
          break   
       end
    end
    local count = cardsToSelect
    if count == 0 then
       count = 1 -- without this, I think we wouldn't see the cards we revealed when none is playable
    end
    controller:SetItemCount(count)
    for i=0,count-1 do
       controller:SetItemPrompt(i, "CARD_QUERY_DJINN_OF_WISHES_QUESTION")
    end
    controller:ChooseItemsFromDC(queryDC, answerDC, QUERY_FLAG_UP_TO)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local chosenDC = EffectDC():Get_Targets(2)
    if chosenDC ~= nil then
       for i=0,3 do
          local cardToCast = chosenDC:Get_CardPtr(i)
          if cardToCast ~= nil then
             EffectController():CastSpellForFree(cardToCast)
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local queryDC = EffectDC():Get_Targets(1)
    if queryDC ~= nil then
       for i=0,3 do
          local unselectedCard = queryDC:Get_CardPtr(i)
          if unselectedCard ~= nil then -- this should mean the card is still in the library
             unselectedCard:PutOnBottomOfLibrary()
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_RIPPLE" always_prompt="1" />
  </TRIGGERED_ABILITY>
I'm not sure about the last part... in previous DotP games, making some cards in a target chest change zone was screwing the other card pointers in the same chest. Judging from some official DotP2014 cards it seems this isn't true anymore, but if it is, then PutOnBottomOfLibrary won't work. If you want a sure test you can temporarily substitute PutOnBottomOfLibrary with PutInGraveyard, so you can actually see the cards change zone.
2 issues. 1) The ability block has mismatched open/close tags. After changing the opening to <TRIGGERED_ABILITY, it worked well EXCEPT for what you suspected -> 2) I changed it to graveyard, but the only cards in my graveyard were the ones I chose to cast.
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Re: Formal Request Thread

Postby loookaz » 12 Jul 2013, 20:25

hi, i am afraid that cloudshift,
Emeria, the sky ruin and
noble hierarch do not work.
it is not even visible in the game, but it is in the deck editor... i am confused a little

how is that possible?
armadillo cloak and sword to plowshares work perfectly.
i am not able to verify is it only my issue or card coding
can someone check those 3 cards?
Attachments
cards.rar
(13.38 KiB) Downloaded 298 times
Last edited by loookaz on 12 Jul 2013, 20:50, edited 1 time in total.
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Re: Formal Request Thread

Postby loookaz » 12 Jul 2013, 20:32

Xander9009 wrote:
loookaz wrote:i think i need just one card to finish my deck
would ARMADA_WURM be difficult to make?

thank you Xander9009 for all your help:)
Armada Wurm - Untested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ARMADA_WURM_909253587" />
  <CARDNAME text="ARMADA_WURM" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Armada Wurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Guivre d’armada]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sierpe de la armada]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Armadawurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Wurm dell’Armata]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大軍のワーム]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[군단 웜]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вурм-Армада]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vorme da Armada]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909253587" />
  <ARTID value="909253587" />
  <ARTIST name="Volkan Baga" />
  <CASTING_COST cost="{2}{G}{G}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[No one in the Conclave acts alone.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nul n’agit seul au sein du Conclave.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nadie del Cónclave actúa en solitario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Niemand im Konklave handelt auf eigene Faust.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nel Conclave, nessuno agisce da solo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[議事会では誰も単独行動をとらない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[교단의 일원은 절대 단독으로 행동하지 않는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В Конклаве никто не действует в одиночку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ninguém no Conclave age sozinho.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Wurm" />
  <EXPANSION value="RTR" />
  <RARITY metaname="M" />
  <POWER value="5" />
  <TOUGHNESS value="5" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Armada Wurm enters the battlefield, put a 5/5 green Wurm creature token with trample onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Guivre d’armada arrive sur le champ de bataille, mettez sur le champ de bataille un jeton de créature 5/5 verte Guivre avec le piétinement.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Sierpe de la armada entre al campo de batalla, pon en el campo de batalla una ficha de criatura Sierpe verde 5/5 con la habilidad de arrollar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Armadawurm ins Spiel kommt, bringe einen 5/5 grünen Wurm-Kreaturenspielstein ins Spiel, der Trampelschaden verursacht.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Wurm dell’Armata entra nel campo di battaglia, metti sul campo di battaglia una pedina creatura Wurm 5/5 verde con travolgere.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大軍のワームが戦場に出たとき、トランプルを持つ緑の5/5のワーム・クリーチャー・トークンを1体戦場に出す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[군단 웜이 전장에 들어올 때, 돌진 능력을 가진 5/5 녹색 웜 생물 토큰 한 개를 전장에 놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Вурм-Армада выходит на поле битвы, положите на поле битвы одну фишку существа 5/5 зеленый Вурм с Пробивным ударом.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Vorme da Armada entrar no campo de batalha, coloque no campo de batalha uma ficha de criatura verde 5/5 do tipo Vorme com atropelar.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <RESOLUTION_TIME_ACTION>
   MTG():PutTokensOntoBattlefield( "TOKEN_WURM_5_5_G_T_909005", 1, EffectController() )
   </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
  <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>
Wurm token - Untested | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TOKEN_WURM_5_5_G_T_909005" />
   <CARDNAME text="WURM" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[WURM]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[GUIVRE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[SIERPE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[WURM]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[WURM]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ワーム]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[웜]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ВУРМ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[VORME]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="369617" />
   <ARTID value="131617" />
   <COLOUR value="G" />
   <ARTIST name="Daarken" />
   <CASTING_COST cost="" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Wurm" />
   <EXPANSION value="DPI" />
   <RARITY metaname="T" />
   <POWER value="5" />
   <TOUGHNESS value="5" />
   <TOKEN />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
   </STATIC_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
   <SFX text="COMBAT_WURMCOIL_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
</CARD_V2>
You're welcome. I'm using these to learn, so I'm benefiting as well. :)
thank you once again:)

i am having problems to find the image of the worm token.
can anybody help?
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 20:47

loookaz wrote:hi, i am afraid that cloudshift does not work.
it is not even visible in the game, but it is in the deck editor... i am confused a little
It's working in mine, so my best guess would be that the file is named incorrectly. RiiakShiNal recently pointed out to me that the file's name must exactly match the <FILENAME text="..."/> inside that file. If they don't match, then they'll appear in his deck editor, but they won't appear in the game. If you didn't change anything inside the file, then I'd double check that Cloudshift's file is named "CLOUDSHIFT_909240006.xml"

loookaz wrote:
Xander9009 wrote:
loookaz wrote:i think i need just one card to finish my deck
would ARMADA_WURM be difficult to make?

thank you Xander9009 for all your help:)
You're welcome. I'm using these to learn, so I'm benefiting as well. :)
thank you once again:)

i am having problems to find the image of the worm token.
can anybody help?
As for the wurm token's image, I gave it the ArtId of another green wurm token. It shows up in mine without a problem. However, I noticed a slight mistake in my original code for the wurm token. I forgot to change the numbers in the name. You should go grab the new code (which I'll put up in a few moments; just have to change a couple 6's to 5's). Scratch that, I apparently changed the 6's to 5's when I pasted the code here. I just never changed it in my own file. In other words, you don't need to change the code you have.

I went and tested them, and they worked fine. The only thing missing will be the art for Armada Wurm because the art for the token should already be good to go.
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Re: Formal Request Thread

Postby loookaz » 12 Jul 2013, 21:01

i uploaded the xml files. please check them if you can.

i really seem to miss something, but i cannot see what.
i created custom dlc folder structure and put the files in the appropriate folders.
Swords to plowshares and armadillo cloak work flawlessly, but cloudshift, emeria and noble hierarch, sun titan and flickerwhisp are visible in the deckbuilder but not the game. i doublechecked the names and they are the same.
what gives?
Attachments
ILLUSTRATIONS.rar
and here are all the arts for the cards, someone might have use of them maybe:)
(877.49 KiB) Downloaded 352 times
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Re: Formal Request Thread

Postby thefiremind » 12 Jul 2013, 21:04

Next attempt...
Ripple on spells - Version 2 (untested) | Open
Code: Select all
  <TRIGGERED_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remous 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ondear 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wallung 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Propagazione 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[波及 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Рябь 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ondular 4]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    for i=0,3 do
       local card = EffectController():Library_GetNth(i)
       if card ~= nil then
          card:Reveal()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local queryDC = EffectDC():Make_Chest(1)
    local answerDC = EffectDC():Make_Targets(2)
    local cardsToSelect = 0
    for i=0,3 do
       local card = controller:Library_GetNth(i)
       if card ~= nil then
          queryDC:Set_CardPtr(i, card)
          if card:GetCardName() == TriggerObjectLKI():GetCardName() then
             if controller:CanCastSpellForFree(card) then
                cardsToSelect = cardsToSelect+1
             else
                queryDC:QueryUnselect_CardPtr(i)
             end
          else
             queryDC:QueryUnselect_CardPtr(i)
          end
       else
          break
       end
    end
    local count = cardsToSelect
    if count == 0 then
       count = 1 -- without this, I think we wouldn't see the cards we revealed when none is playable
    end
    controller:SetItemCount(count)
    for i=0,count-1 do
       controller:SetItemPrompt(i, "CARD_QUERY_DJINN_OF_WISHES_QUESTION")
    end
    controller:ChooseItemsFromDC(queryDC, answerDC, QUERY_FLAG_UP_TO)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local chosenDC = EffectDC():Get_Targets(2)
    local toCast = {}
    local notToCast = {}
    local card = nil
    for i=0,3 do
       card = controller:Library_GetNth(i)
       if card ~= nil then
          local found = false
          for j=0,3 do
             if chosenDC ~= nil and card == chosenDC:Get_CardPtr(j) then
                toCast[i] = card
                found = true
                break
             end
          end
          if found == false then
             notToCast[i] = card
          end
       else
          break
       end
    end
    for i=0,3 do
       card = toCast[i]
       if card ~= nil then
          EffectController():CastSpellForFree(cardToCast)
       end
    end
    for i=0,3 do
       card = notToCast[i]
       if card ~= nil then
          card:PutOnBottomOfLibrary()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_RIPPLE" always_prompt="1" />
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 22:10

loookaz wrote:i uploaded the xml files. please check them if you can.

i really seem to miss something, but i cannot see what.
i created custom dlc folder structure and put the files in the appropriate folders.
Swords to plowshares and armadillo cloak work flawlessly, but cloudshift, emeria and noble hierarch, sun titan and flickerwhisp are visible in the deckbuilder but not the game. i doublechecked the names and they are the same.
what gives?
To start with, the file "Cloudshift###.xml" contains the data for Fliskerwisp. I don't know exactly what the problem was with the others, but here, try this wad file. I included the unpacked files so you don't have to mess with that if you don't already know how to pack and unpack them. I tested them again and improved Flickerwisp (it was triggering at the end of every turn) and Sun Titan (so it no longer says the card is going into your hand). Let me know how it goes.
Attachments
Data_DLC_SELESNYA_EXILE.zip
(1.82 MiB) Downloaded 349 times
Last edited by Xander9009 on 13 Jul 2013, 01:02, edited 2 times in total.
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Re: Formal Request Thread

Postby BloodReyvyn » 12 Jul 2013, 22:17

thefiremind wrote:
MC Brodie wrote:
thefiremind wrote:If I search "target attacking" in the official cards I find Condemn...
Is there an easy way to do this? One of the hold ups I had when I was trying to mod was trying to remember card names so I could see how they were modded. My workaround wasn't that bad but a quick search method would help a lot if I wanted to try and make a 2014 deck
Keep a folder with all cards (official, and modded if you want) and use DepecheView on that folder: it's a tool that opens all text files in a folder together and allows easy search inside them. A freeware version is available, which is more than enough for this purpose. Search on Google, it's easy to find.
Or you can do what I do and use Riiak's Deck Builder to search cards, right-click on it and go to "View Card" so you can see inside the XML. Either way works. :D

Really sad about the Sisters of Stone Death. I too love that card and have been wanting to make a gorgon-themed deck for a while based around it.
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 22:27

thefiremind wrote:Next attempt...
Ripple on spells - Version 2 (untested) | Open
Code: Select all
  <TRIGGERED_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remous 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ondear 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wallung 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Propagazione 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[波及 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Рябь 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ondular 4]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    for i=0,3 do
       local card = EffectController():Library_GetNth(i)
       if card ~= nil then
          card:Reveal()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local queryDC = EffectDC():Make_Chest(1)
    local answerDC = EffectDC():Make_Targets(2)
    local cardsToSelect = 0
    for i=0,3 do
       local card = controller:Library_GetNth(i)
       if card ~= nil then
          queryDC:Set_CardPtr(i, card)
          if card:GetCardName() == TriggerObjectLKI():GetCardName() then
             if controller:CanCastSpellForFree(card) then
                cardsToSelect = cardsToSelect+1
             else
                queryDC:QueryUnselect_CardPtr(i)
             end
          else
             queryDC:QueryUnselect_CardPtr(i)
          end
       else
          break
       end
    end
    local count = cardsToSelect
    if count == 0 then
       count = 1 -- without this, I think we wouldn't see the cards we revealed when none is playable
    end
    controller:SetItemCount(count)
    for i=0,count-1 do
       controller:SetItemPrompt(i, "CARD_QUERY_DJINN_OF_WISHES_QUESTION")
    end
    controller:ChooseItemsFromDC(queryDC, answerDC, QUERY_FLAG_UP_TO)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local chosenDC = EffectDC():Get_Targets(2)
    local toCast = {}
    local notToCast = {}
    local card = nil
    for i=0,3 do
       card = controller:Library_GetNth(i)
       if card ~= nil then
          local found = false
          for j=0,3 do
             if chosenDC ~= nil and card == chosenDC:Get_CardPtr(j) then
                toCast[i] = card
                found = true
                break
             end
          end
          if found == false then
             notToCast[i] = card
          end
       else
          break
       end
    end
    for i=0,3 do
       card = toCast[i]
       if card ~= nil then
          EffectController():CastSpellForFree(cardToCast)
       end
    end
    for i=0,3 do
       card = notToCast[i]
       if card ~= nil then
          card:PutOnBottomOfLibrary()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_RIPPLE" always_prompt="1" />
  </TRIGGERED_ABILITY>
The third resolution block is missing "local controller = EffectController()". When it was missing, it initially appeared to work, but the chosen cards were never cast. Closed out and got the error "attempted to call global variable controller, a nil value" (or something to that effect). When I declared and set the variable, the game began crashing the moment a target player was chosen.
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Re: Formal Request Thread

Postby loookaz » 12 Jul 2013, 22:50

Xander9009 wrote:
loookaz wrote:i uploaded the xml files. please check them if you can.

i really seem to miss something, but i cannot see what.
i created custom dlc folder structure and put the files in the appropriate folders.
Swords to plowshares and armadillo cloak work flawlessly, but cloudshift, emeria and noble hierarch, sun titan and flickerwhisp are visible in the deckbuilder but not the game. i doublechecked the names and they are the same.
what gives?
To start with, the file "Cloudshift###.xml" contains the data for Fliskerwisp. I don't know exactly what the problem was with the others, but here, try this wad file. I included the unpacked files so you don't have to mess with that if you don't already know how to pack and unpack them. I tested them again and improved Flickerwisp (it was triggering at the end of every turn) and Sun Titan (so it no longer says the card is going into your hand). Let me know how it goes.
cards are visible, but now during testing i discovered that i can play most of cards in my deck for zero mana, even those which are originally in the game, like Restoration Angel(playing it does not tap lands for mana, and i can play it with 3 basic lands in the game). i am guessing that one of the other mods that i downloaded changed some mana function or something related with casting costs...
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 22:59

loookaz wrote:cards are visible, but now during testing i discovered that i can play most of cards in my deck for zero mana, even those which are originally in the game, like Restoration Angel(playing it does not tap lands for mana, and i can play it with 3 basic lands in the game). i am guessing that one of the other mods that i downloaded changed some mana function or something related with casting costs...
If it's affecting original cards, then it's probably something else, yeah. I can't think of ANYTHING that would have this wad file doing that. Easiest way to find out for sure is to remove all unofficial files except this wad and see if it still happens. Bit by bit, replace them until the problem crops back up.
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Re: Formal Request Thread

Postby thefiremind » 12 Jul 2013, 23:14

I tested it by myself this time and it works. :D
Surging Flame (tested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SURGING_FLAME_909121269" />
  <CARDNAME text="SURGING_FLAME" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Surging Flame]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flamme tumultueuse]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Llama pulsante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wogende Flammen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Impeto di Fiamme]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[うねる炎]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Surging Flame]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Нахлынувшее пламя]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Chama Ondulante]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909121269" />
  <ARTID value="909121269" />
  <ARTIST name="Ron Spencer" />
  <CASTING_COST cost="{1}{R}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="CSP" />
  <RARITY metaname="C" />
  <TRIGGERED_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Remous 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ondear 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wallung 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Propagazione 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[波及 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ripple 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Рябь 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ondular 4]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    for i=0,3 do
       local card = EffectController():Library_GetNth(i)
       if card ~= nil then
          card:Reveal()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local queryDC = EffectDC():Make_Chest(1)
    local answerDC = EffectDC():Make_Targets(2)
    local cardsToSelect = 0
    for i=0,3 do
       local card = controller:Library_GetNth(i)
       if card ~= nil then
          queryDC:Set_CardPtr(i, card)
          if card:GetCardName() == TriggerObjectLKI():GetCardName() then
             if controller:CanCastSpellForFree(card) then
                cardsToSelect = cardsToSelect+1
             else
                queryDC:QueryUnselect_CardPtr(i)
             end
          else
             queryDC:QueryUnselect_CardPtr(i)
          end
       else
          break
       end
    end
    local count = cardsToSelect
    if count == 0 then
       count = 1 -- without this, I think we wouldn't see the cards we revealed when none is playable
    end
    controller:SetItemCount(count)
    for i=0,count-1 do
       controller:SetItemPrompt(i, "CARD_QUERY_DJINN_OF_WISHES_QUESTION")
    end
    controller:ChooseItemsFromDC(queryDC, answerDC, QUERY_FLAG_UP_TO)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local chosenDC = EffectDC():Get_Targets(2)
    local toCast = {}
    local notToCast = {}
    for i=0,3 do
       local card = controller:Library_GetNth(i)
       if card ~= nil then
          local found = false
          for j=0,3 do
             if chosenDC ~= nil and card == chosenDC:Get_CardPtr(j) then
                found = true
                break
             end
          end
          if found == false then
             notToCast[i] = card
          else
             toCast[i] = card
          end
       else
          break
       end
    end
    for i=0,3 do
       if toCast[i] ~= nil then
          controller:CastSpellForFree( toCast[i] )
       end
       if notToCast[i] ~= nil then
          notToCast[i]:PutOnBottomOfLibrary()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_RIPPLE" always_prompt="1" />
  </TRIGGERED_ABILITY>
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Surging Flame deals 2 damage to target creature or player.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Flamme tumultueuse inflige 2 blessures à une cible, créature ou joueur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Llama pulsante hace 2 puntos de daño a la criatura o jugador objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wogende Flammen fügen einer Kreatur oder einem Spieler deiner Wahl 2 Schadenspunkte zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L’Impeto di Fiamme infligge 2 danni a una creatura od a un giocatore bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体かプレイヤー1人を対象とする。うねる炎はそれに2点のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Surging Flame deals 2 damage to target creature or player.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Нахлынувшее пламя наносит 2 повреждения целевому существу или игроку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Chama Ondulante causa 2 pontos de dano à criatura alvo ou ao jogador alvo.]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_DEAL_2_DAMAGE" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if ( target_creature ~= nil ) then
       EffectSourceLKI():DealDamageTo( 2, target_creature )
    elseif ( target_player ~= nil ) then   
       EffectSourceLKI():DealDamageTo( 2, target_player )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
    <SFX text="TARGET_FLAME_PLAY" />
  </SPELL_ABILITY>
  <AI_AVAILABILITY window_step="declare_blockers" type="window" />
  <AI_AVAILABILITY type="in_response" response_source="1" />
  <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
  <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY window_step="end_of_turn" type="window" />
  <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
  <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
Note that if you want to code Thrumming Stone, just granting this ability to spells on the stack probably won't work because it would be granted too late for the SPELL_PLAYED trigger to do something. But it's even easier to do: change
Code: Select all
<TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
to
Code: Select all
<TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol" />
and there you have your Thrumming Stone ability. No granting, only this ability with this change on your Stone.
Last edited by thefiremind on 12 Jul 2013, 23:19, edited 2 times in total.
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Re: Formal Request Thread

Postby BloodReyvyn » 12 Jul 2013, 23:15

loookaz wrote:
Xander9009 wrote:
loookaz wrote:i think i need just one card to finish my deck
would ARMADA_WURM be difficult to make?

thank you Xander9009 for all your help:)
Armada Wurm - Untested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ARMADA_WURM_909253587" />
  <CARDNAME text="ARMADA_WURM" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Armada Wurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Guivre d’armada]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sierpe de la armada]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Armadawurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Wurm dell’Armata]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大軍のワーム]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[군단 웜]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вурм-Армада]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vorme da Armada]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909253587" />
  <ARTID value="909253587" />
  <ARTIST name="Volkan Baga" />
  <CASTING_COST cost="{2}{G}{G}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[No one in the Conclave acts alone.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nul n’agit seul au sein du Conclave.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nadie del Cónclave actúa en solitario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Niemand im Konklave handelt auf eigene Faust.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nel Conclave, nessuno agisce da solo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[議事会では誰も単独行動をとらない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[교단의 일원은 절대 단독으로 행동하지 않는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В Конклаве никто не действует в одиночку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ninguém no Conclave age sozinho.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Wurm" />
  <EXPANSION value="RTR" />
  <RARITY metaname="M" />
  <POWER value="5" />
  <TOUGHNESS value="5" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Armada Wurm enters the battlefield, put a 5/5 green Wurm creature token with trample onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Guivre d’armada arrive sur le champ de bataille, mettez sur le champ de bataille un jeton de créature 5/5 verte Guivre avec le piétinement.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Sierpe de la armada entre al campo de batalla, pon en el campo de batalla una ficha de criatura Sierpe verde 5/5 con la habilidad de arrollar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Armadawurm ins Spiel kommt, bringe einen 5/5 grünen Wurm-Kreaturenspielstein ins Spiel, der Trampelschaden verursacht.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Wurm dell’Armata entra nel campo di battaglia, metti sul campo di battaglia una pedina creatura Wurm 5/5 verde con travolgere.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大軍のワームが戦場に出たとき、トランプルを持つ緑の5/5のワーム・クリーチャー・トークンを1体戦場に出す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[군단 웜이 전장에 들어올 때, 돌진 능력을 가진 5/5 녹색 웜 생물 토큰 한 개를 전장에 놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Вурм-Армада выходит на поле битвы, положите на поле битвы одну фишку существа 5/5 зеленый Вурм с Пробивным ударом.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Vorme da Armada entrar no campo de batalha, coloque no campo de batalha uma ficha de criatura verde 5/5 do tipo Vorme com atropelar.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <RESOLUTION_TIME_ACTION>
   MTG():PutTokensOntoBattlefield( "TOKEN_WURM_5_5_G_T_909005", 1, EffectController() )
   </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
  <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>
Wurm token - Untested | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TOKEN_WURM_5_5_G_T_909005" />
   <CARDNAME text="WURM" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[WURM]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[GUIVRE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[SIERPE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[WURM]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[WURM]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ワーム]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[웜]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ВУРМ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[VORME]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="369617" />
   <ARTID value="131617" />
   <COLOUR value="G" />
   <ARTIST name="Daarken" />
   <CASTING_COST cost="" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Wurm" />
   <EXPANSION value="DPI" />
   <RARITY metaname="T" />
   <POWER value="5" />
   <TOUGHNESS value="5" />
   <TOKEN />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
   </STATIC_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
   <SFX text="COMBAT_WURMCOIL_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
</CARD_V2>
You're welcome. I'm using these to learn, so I'm benefiting as well. :)
thank you once again:)

i am having problems to find the image of the worm token.
can anybody help?
This is the largest image I could find. It's a pic of the whole card and since I haven't yet made a token I didn't want to crop it. Link > https://www.dropbox.com/s/4bvooc80t10ic ... 0Image.png
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