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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by RiiakShiNal » 31 Jul 2013, 15:49
sumomole already coded Ghoulcaller's Bell (which has that ability) here.Master Necro wrote:I have a requests for a code, could anyone help me with this one:
1. ": Each player puts the top card of his or her library into his or her graveyard. "
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Re: Formal Request Thread
by Master Necro » 31 Jul 2013, 20:00
Probably a quick question but how do I code:
"Can't block Humans." characteristic for a creature.
"Can't block Humans." characteristic for a creature.
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Re: Formal Request Thread
by thefiremind » 31 Jul 2013, 20:31
This is where to start:Master Necro wrote:Probably a quick question but how do I code:
"Can't block Humans." characteristic for a creature.
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
by damienx45 » 31 Jul 2013, 20:33
can i please request these cards:
Urza's Incubator
Luminescent Rain
Luminarch Ascension
Tranquil Thicket
Sapseed Forest
Wirewood Lodge
Gaea's Cradle
Gaea's Anthem
Gaea's Embrace
Urza's Incubator
Luminescent Rain
Luminarch Ascension
Tranquil Thicket
Sapseed Forest
Wirewood Lodge
Gaea's Cradle
Gaea's Anthem
Gaea's Embrace
Re: Formal Request Thread
by Master Necro » 31 Jul 2013, 20:42
Thanks man.thefiremind wrote:This is where to start:Master Necro wrote:Probably a quick question but how do I code:
"Can't block Humans." characteristic for a creature.
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
by thefiremind » 31 Jul 2013, 21:30
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.damienx45 wrote:Gaea's Anthem

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Re: Formal Request Thread
by 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!
- 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!
Re: Formal Request Thread
by 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
by 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
by thefiremind » 01 Aug 2013, 08:31
Have you seen a RESOLUTION_TIME_ACTION somewhere in my example?
The EVASION_TEST triggers work without any action, remove it.

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Re: Formal Request Thread
by gorem2k » 01 Aug 2013, 09:13
Need help with Hunting Wilds
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.
- 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.
Re: Formal Request Thread
by Master Necro » 01 Aug 2013, 09:14
Ou, I thought that there had to be something except the trigger or should it be a continuous action?thefiremind wrote:Have you seen a RESOLUTION_TIME_ACTION somewhere in my example?The EVASION_TEST triggers work without any action, remove it.
And I have 3 more problems

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>
- 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>
- 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>
-
Master Necro - Posts: 259
- Joined: 24 Apr 2013, 18:25
- Has thanked: 83 times
- Been thanked: 21 times
Re: Formal Request Thread
by thefiremind » 01 Aug 2013, 11:08
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.gorem2k wrote:Need help with Hunting Wilds

Not necessarily, there are triggers without actions.Master Necro wrote:Ou, I thought that there had to be something except the trigger or should it be a continuous action?
Look at the picture at the end of this post. It may help you fixing by yourself.Master Necro wrote:Second mode in Ghoulcaller's Chant is not working:
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.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:
- 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>
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?Master Necro wrote:Ghoulflesh does not make the enchanted creature a black Zombie:

< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
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Master Necro - Posts: 259
- Joined: 24 Apr 2013, 18:25
- Has thanked: 83 times
- Been thanked: 21 times
Re: Formal Request Thread
by 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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