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Formal Request Thread

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Re: Formal Request Thread

Postby RiiakShiNal » 31 Jul 2013, 15:49

Master Necro wrote:I have a requests for a code, could anyone help me with this one:

1. " {T} : Each player puts the top card of his or her library into his or her graveyard. "
sumomole already coded Ghoulcaller's Bell (which has that ability) here.
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Re: Formal Request Thread

Postby Master Necro » 31 Jul 2013, 20:00

Probably a quick question but how do I code:

"Can't block Humans." characteristic for a creature.
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Re: Formal Request Thread

Postby thefiremind » 31 Jul 2013, 20:31

Master Necro wrote:Probably a quick question but how do I code:

"Can't block Humans." characteristic for a creature.
This is where to start:
viewtopic.php?f=109&t=11010&p=125840&#p125840
In this case, TriggerObject will be checked for being a Human, and SecondaryObject will be the creature itself. So:
Code: Select all
  <TRIGGERED_ABILITY replacement_effect="1">
    -- Localised text omitted
    <TRIGGER value="EVASION_TEST" pre_trigger="1">
    return TriggerObject():GetSubType():Test(CREATURE_TYPE_HUMAN) and SecondaryObject() == EffectSource()
    </TRIGGER>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby damienx45 » 31 Jul 2013, 20:33

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Re: Formal Request Thread

Postby Master Necro » 31 Jul 2013, 20:42

thefiremind wrote:
Master Necro wrote:Probably a quick question but how do I code:

"Can't block Humans." characteristic for a creature.
This is where to start:
viewtopic.php?f=109&t=11010&p=125840&#p125840
In this case, TriggerObject will be checked for being a Human, and SecondaryObject will be the creature itself. So:
Code: Select all
  <TRIGGERED_ABILITY replacement_effect="1">
    -- Localised text omitted
    <TRIGGER value="EVASION_TEST" pre_trigger="1">
    return TriggerObject():GetSubType():Test(CREATURE_TYPE_HUMAN) and SecondaryObject() == EffectSource()
    </TRIGGER>
  </TRIGGERED_ABILITY>
Thanks man. :)
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Re: Formal Request Thread

Postby thefiremind » 31 Jul 2013, 21:30

damienx45 wrote:Gaea's Anthem
Is it really needed? It's identical to Glorious Anthem which is an official card. Generate the structure for Gaea's Anthem with my web generator, then copy the ability from Glorious Anthem and paste it in place of the empty one on Gaea's Anthem. It might become your first self-made card. :wink:
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Re: Formal Request Thread

Postby Foren » 31 Jul 2013, 23:16

Hello there modders! Can I humbly request the following cards to be used in RiiakShiNal's deck builder?
- Ancient Grudge
- Spell Snare
- Mental Misstep
- Steel Sabotage
- Flusterstorm
If someone could provide me with these in the form which I can just put it into deck builder's custom folder that would be great!
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Re: Formal Request Thread

Postby sumomole » 01 Aug 2013, 01:23

Foren wrote:Hello there modders! Can I humbly request the following cards to be used in RiiakShiNal's deck builder?
- Ancient Grudge
- Spell Snare
- Mental Misstep
- Steel Sabotage
- Flusterstorm
If someone could provide me with these in the form which I can just put it into deck builder's custom folder that would be great!
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Re: Formal Request Thread

Postby Master Necro » 01 Aug 2013, 07:29

Hey guys I tried to make a Hunted Ghoul but it seems that I've got it terribly wrong, so could you please take a look?

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="9">
  <FILENAME text="HUNTED_GHOUL_17240057" />
  <CARDNAME text="HUNTED_GHOUL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hunted Ghoul]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17240057" />
  <ARTID value="A240057" />
  <ARTIST name="Ryan Pancoast" />
  <CASTING_COST cost="{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Even after Hanweir was saved, Gisa's lost ghouls would shamble through, still following the twisted orders of their imprisoned master.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Zombie" />
  <EXPANSION value="DPI" />
  <RARITY metaname="C" />
  <POWER value="1" />
  <TOUGHNESS value="2" />
  <TRIGGERED_ABILITY replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hunted Ghoul can’t block Humans.]]></LOCALISED_TEXT>
   <TRIGGER value="EVASION_TEST" pre_trigger="1">
    return TriggerObject():GetSubType():Test(CREATURE_TYPE_HUMAN) and SecondaryObject() == EffectSource()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
   local creature = TriggerObjectLKI()
    if creature ~= nil then
    local characteristics = EffectSource():GetCurrentCharacteristics()
    characteristics:Bool_Set( CHARACTERISTIC_CANT_BLOCK, 1 )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="150" zone="ZONE_GRAVEYARD" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 01 Aug 2013, 08:31

Have you seen a RESOLUTION_TIME_ACTION somewhere in my example? :lol: The EVASION_TEST triggers work without any action, remove it.
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Re: Formal Request Thread

Postby gorem2k » 01 Aug 2013, 09:13

Need help with Hunting Wilds

card | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="HUNTING_WILDS_444122458" />
  <CARDNAME text="HUNTING_WILDS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hunting Wilds]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Étendues de chasse]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Terreno de caza]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jagende Wildnis]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terreni di Caccia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[未開の狩り]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Hunting Wilds]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Охотящиеся Просторы]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Regiões de Caça]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="444122458" />
  <ARTID value="444122458" />
  <ARTIST name="Steve Ellis" />
  <CASTING_COST cost="{3}{G}" />
  <TYPE metaname="Sorcery" />
  <EXPANSION value="PLC" />
  <RARITY metaname="U" />
  <UTILITY_ABILITY qualifier="Kicker">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Kicker {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Kick {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Estímulo {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bonus {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Potenziamento {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[キッカー {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Kicker {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Усилитель {3}{G}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Reforçar {3}{G}]]></LOCALISED_TEXT>
    <COST mana_cost="{3}{G}" type="Mana" />
    <ABILITY_TEXT tag="KICKER_QUERY_HUNTING_WILDS_KICKED" secondary_tag="KICKER_QUERY_HUNTING_WILDS_UNKICKED" />
  </UTILITY_ABILITY>
  <SPELL_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cherchez dans votre bibliothèque jusqu’à deux cartes de forêt et mettez-les en jeu engagées. Mélangez ensuite votre bibliothèque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Busca en tu biblioteca hasta dos cartas de bosque y ponlas en juego giradas. Luego baraja tu biblioteca.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Durchsuche deine Bibliothek nach bis zu zwei Wäldern und bringe sie getappt ins Spiel. Mische danach deine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Passa in rassegna il tuo grimorio per un massimo di due carte Foresta e mettile sul campo di battaglia TAPpate. Poi rimescola il tuo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのライブラリーから森カードを最大2枚まで探し、それらをタップ状態で場に出す。 その後あなたのライブラリーを切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поищите в своей библиотеке до двух карт Лесов и положите их повернутыми в игру. Затем перетасуйте свою библиотеку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Procure em seu grimório por até dois cards de Floresta e coloque-os em jogo virados. Depois, embaralhe seu grimório.]]></LOCALISED_TEXT>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_FOREST )
    filter:SetZone( ZONE_LIBRARY, effectController )
    effectController:SetItemCount( 2 )
    for i = 0, (2-1) do
       effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
    end
    effectController:ChooseItems( EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    for i = 0,(2-1) do
       local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target_card ~= nil then
          target_card:PutOntoBattlefieldTapped( EffectController() )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <SPELL_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If Hunting Wilds was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si le coût de kick a été payé, dégagez toutes les forêts mises en jeu de cette manière. Elles deviennent des créatures 3/3 vertes avec la célérité qui sont toujours des terrains.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si se pagó el coste de estímulo, endereza todos los bosques puestos en juego de esta manera. Se convierten en criaturas verdes 3/3 con la habilidad de prisa que siguen siendo tierras.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wurden die Bonuskosten bezahlt, enttappe alle Wälder, die auf diese Weise ins Spiel gebracht wurden. Sie werden zu 3/3 grünen Kreaturen mit Eile, die auch noch Länder sind.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se è stato pagato il costo di potenziamento, STAPpa tutte le Foreste messe sul campo di battaglia in questo modo. Diventano creature 3/3 verdi con rapidità che sono ancora terre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[キッカーコストが支払われている場合、これにより場に出たすべての森をアンタップする。 それらは速攻を持つ緑の3/3のクリーチャーになる。それらは土地でもある。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If Hunting Wilds was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если была заплачена стоимость усилителя, разверните все Леса, положенные в игру этим путем Они становятся зелеными существами 3/3 с Ускорением и остаются землями.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se o custo de reforço tiver sido pago, desvire todas as Florestas colocadas em jogo desta maneira. Elas se tornam criaturas 3/3 verdes com ímpeto que ainda são terrenos.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="4">
    if EffectSource():WasKicked() then
          for i = 0,(2-1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
          if target_card ~= nil  then
             local characteristics = target_card:GetCurrentCharacteristics()
             local card_type = characteristics:CardType_GetWritable()
             card_type:Add(CARD_TYPE_CREATURE)
                end
          end
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="5">
    if EffectSource():WasKicked() then
          for i = 0,(2-1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
          if target_card ~= nil then
             target_card:GetCurrentCharacteristics():Colour_Set(COLOUR_GREEN)
                end
         end
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="7B">
    if EffectSource():WasKicked() then
          for i = 0,(2-1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
          if target_card ~= nil then
             local characteristics = target_card:GetCurrentCharacteristics()
             characteristics:Power_Set(3)
             characteristics:Toughness_Set(3)
                end
         end
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6">
    if EffectSource():WasKicked() then
          for i = 0,(2-1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
          if target_card ~= nil then
             local characteristics = target_card:GetCurrentCharacteristics()
             characteristics:Bool_Set( CHARACTERISTIC_HASTE, 1 )
                end
         end
    end
    </CONTINUOUS_ACTION>
  </SPELL_ABILITY>
</CARD_V2>
 
I don't know much about how to use Make_Chest or LinkedDC or anything to apply an effect when cards move from a zone to another zone.
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Re: Formal Request Thread

Postby Master Necro » 01 Aug 2013, 09:14

thefiremind wrote:Have you seen a RESOLUTION_TIME_ACTION somewhere in my example? :lol: The EVASION_TEST triggers work without any action, remove it.
Ou, I thought that there had to be something except the trigger or should it be a continuous action?

And I have 3 more problems :oops: :

Second mode in Ghoulcaller's Chant is not working:

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="GHOULCALLERS_CHANT_17220021" />
  <CARDNAME text="GHOULCALLERS_CHANT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ghoulcaller's Chant]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17220021" />
  <ARTID value="A220021" />
  <ARTIST name="Randy Gallegos" />
  <CASTING_COST cost="{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“The living are born small and weak. The dead rise ready to serve. The choice is obvious.”
—Gisa, ghoulcaller of Gavony]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Sorcery" />
  <EXPANSION value="PLC" />
  <RARITY metaname="C" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Choose one — Return target creature card from your graveyard to your hand; or return two target Zombie cards from your graveyard to your hand.]]></LOCALISED_TEXT>
    <MODE_SELECT tag="MODE_CHOOSE_ONE">
      <MODE tag="MODE_GHOULCALLER_RETURN" index="1" />
      <MODE tag="MODE_GHOULCALLER_ZOMBIE" index="2" />
    </MODE_SELECT>
    <TARGET tag="CARD_QUERY_CHOOSE_A_CREATURE_TO_RETURN_TO_YOUR_HAND" definition="0" compartment="0" mode="1" count="1" />
    <TARGET_DEFINITION id="0" mode="1">
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
      filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION mode="1">
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if target ~= nil then
       target:PutInHand()
      end
    </RESOLUTION_TIME_ACTION>
    <TARGET tag="CARD_QUERY_CHOOSE_A_CREATURE_TO_RETURN_TO_YOUR_HAND" definition="0" compartment="0" mode="2" count="1" />
   <TARGET_DEFINITION id="0" mode="2">
      local filter = ClearFilter()
     filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ZOMBIE )
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
      filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION mode="2">
    local targetDC = EffectDC():Get_Targets(0)
    if targetDC ~= nil then
      local target_count = targetDC:Count()
      for i=0,target_count-1 do
        local target = targetDC:Get_CardPtr(i)
        if target ~= nil then
          target:PutInHand( EffectController() )
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED" />
  </SPELL_ABILITY>
  <AI_BASE_SCORE score="900" zone="ZONE_HAND" />
</CARD_V2>
Ghoulflesh does not make the enchanted creature a black Zombie:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="11">
  <FILENAME text="GHOULFLESH_17239970" />
  <CARDNAME text="GHOULFLESH" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ghoulflesh]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17239970" />
  <ARTID value="A239970" />
  <ARTIST name="Igor Kieryluk" />
  <CASTING_COST cost="{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The body dies in stages. First the skin, then the muscle. The brain is last, much to the victim's dismay.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <SUB_TYPE metaname="Aura" />
  <EXPANSION value="DPI" />
  <RARITY metaname="C" />
  <SPELL_ABILITY attach_definition="0">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></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="de-DE"><![CDATA[Verzaubert eine Kreatur]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></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[생물에게 부여]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if (target ~= nil and EffectSource() ~= nil) then
       EffectSource():Attach( target )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </SPELL_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="7C">
    if EffectSource()~= nil then
       local parent = EffectSource():GetParent()
       if parent ~= nil then
          parent:GetCurrentCharacteristics():Power_Add( -1 )
          parent:GetCurrentCharacteristics():Toughness_Add( -1 )
       end
    end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="5">
    local parent = EffectDC():Get_CardPtr(0)
    if parent ~= nil then
       local colour = parent:GetColour()
       colour:Add( COLOUR_BLACK )
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="4">
    local parent = EffectDC():Get_CardPtr(0)
    if parent ~= nil then
       local characteristics = parent:GetCurrentCharacteristics()
       local subtype = characteristics:SubType_GetWritable()
       subtype:Add( CREATURE_TYPE_ZOMBIE)
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <AI_BASE_SCORE score="450" zone="ZONE_HAND" />
</CARD_V2>
And this is more of a predicament than an error I've played over 10 matches and I can't test if my Dread Slaver works as he should because I can't seem to get the situation right:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="17">
  <FILENAME text="DREAD_SLAYER_17240007" />
  <CARDNAME text="DREAD_SLAYER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17240007" />
  <ARTID value="A240007" />
  <ARTIST name="Dave Kendall" />
  <CASTING_COST cost="{3}{B}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Half a brain rules the mindless.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Zombie" />
  <SUB_TYPE metaname="Horror" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="3" />
  <TOUGHNESS value="5" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever a creature dealt damage by Dread Slaver this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
    if TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) then
       local interrogation = MTG():ClearInterrogationQuery()
       
       interrogation:SetObject( EffectSource() )
       interrogation:SetSecondaryObject( TriggerObject() )
       if interrogation:Test( INTERROGATE_DAMAGE_DEALT, INTERROGATE_THIS_TURN ) then
          return true
       else
          return false
       end
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():PutOntoBattlefield( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="5">
    local target = EffectDC():Get_CardPtr(0)
    if target ~= nil then
       local colour = target:GetColour()
       colour:Add( COLOUR_BLACK )
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="4">
    local target = EffectDC():Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local subtype = characteristics:SubType_GetWritable()
       subtype:Add( CREATURE_TYPE_ZOMBIE)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (EffectDC():Get_CardPtr(0) == nil)
    </DURATION>
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 01 Aug 2013, 11:08

gorem2k wrote:Need help with Hunting Wilds
Hunting Wilds isn't easy... I was about to add it to my land-animating deck, but then I thought it wasn't worth the effort. :lol: I can try to come up with something, but not right now.

Master Necro wrote:Ou, I thought that there had to be something except the trigger or should it be a continuous action?
Not necessarily, there are triggers without actions.

Master Necro wrote:Second mode in Ghoulcaller's Chant is not working:
Look at the picture at the end of this post. It may help you fixing by yourself.

Master Necro wrote:And this is more of a predicament than an error I've played over 10 matches and I can't test if my Dread Slaver works as he should because I can't seem to get the situation right:
How can it possibly work if you are using EffectDC():Get_CardPtr(0) without ever putting a card into it? Ask yourself the question: who needs to become a black Zombie? TriggerObject. So apply the characteristics to that. It's not enough, though: as I said several times, you can't access a card pointer after the card changes zone, you need to protect it. The undying mechanic would have been a good example of that.

Code: Select all
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       EffectDC():Protect_CardPtr( COMPARTMENT_ID_PARAM_TRIGGER_OBJECT )
       TriggerObject():PutOntoBattlefield( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="5">
    local target = TriggerObject()
    if target ~= nil then
       local colour = target:GetColour()
       colour:Add( COLOUR_BLACK )
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="4">
    local target = TriggerObject()
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local subtype = characteristics:SubType_GetWritable()
       subtype:Add( CREATURE_TYPE_ZOMBIE)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return TriggerObject() == nil
    </DURATION>
Master Necro wrote:Ghoulflesh does not make the enchanted creature a black Zombie:
Same thing, you are using EffectDC():Get_CardPtr(0). Why did you correctly declare the parent as EffectSource():GetParent() for -1/-1 but you didn't for the other characteristics? I would expect you to understand what you are copying and pasting by now... or am I overestimating you? :wink:
< Former DotP 2012/2013/2014 modder >
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Re: Formal Request Thread

Postby Master Necro » 01 Aug 2013, 11:32

Well lets say I was on autopilot. :mrgreen:
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Re: Formal Request Thread

Postby Foren » 01 Aug 2013, 16:29

Many thanks for the cards Sumomole! Could you please try out my deck I've made using your cards and give me some feedback? I'm getting some downloads and views but it seems that no-one really wants to comment on it and I'm kinda worried if it works at all.
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