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Magic: The Gathering - Duels of the Planeswalkers
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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by gorem2k » 15 Aug 2013, 10:19
How to make a granted triggered ability last until game over?
- Code: Select all
...
<ACTIVATED_ABILITY>
...
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectController() == nil
</DURATION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" active_zone="ZONE_ANY">
...
Re: Formal Request Thread
by Xander9009 » 15 Aug 2013, 10:27
What card is this for?gorem2k wrote:How to make a granted triggered ability last until game over?does work when source card is in play but won't anymore if not.
- Code: Select all
...
<ACTIVATED_ABILITY>
...
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectController() == nil
</DURATION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" active_zone="ZONE_ANY">
...
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Re: Formal Request Thread
by gorem2k » 15 Aug 2013, 10:31
Tamiyo, the Moon Sage.Xander9009 wrote:What card is this for?gorem2k wrote:How to make a granted triggered ability last until game over?
Re: Formal Request Thread
by Xander9009 » 15 Aug 2013, 10:34
Only way I can be sure it would work is if you made a token to handle it. Tamiyo makes the token, and the token grants the ability. Essentially, the token is the emblem.gorem2k wrote:Tamiyo, the Moon Sage.Xander9009 wrote:What card is this for?gorem2k wrote:How to make a granted triggered ability last until game over?
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Re: Formal Request Thread
by RiiakShiNal » 15 Aug 2013, 11:48
Actually you can do the last ability of Tamiyo, the Moon Sage without a token and without granting abilities. You can use a Delayed Trigger to handle returning cards from the graveyard for the rest of the game.
- Code: Select all
<ACTIVATED_ABILITY>
...
<RESOLUTION_TIME_ACTION>
local delayDC = EffectDC():Make_Chest(1)
MTG():CreateDelayedTrigger( 2, delayDC )
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6">
EffectController():GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_NO_HAND_LIMIT, 1 )
</CONTINUOUS_ACTION>
<DURATION>
return EffectController() == nil
</DURATION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY resource_id="2">
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY">
-- Only cards owned by a given player will be put into that player's graveyard (this is due to how the DotP engine works).
return TriggerObject() ~= nil and TriggerObject():GetOwner() == EffectController()
</TRIGGER>
<MAY tag="CARD_QUERY_TAMIYO_RETURN" always_prompt="1" />
<RESOLUTION_TIME_ACTION>
if (TriggerObject() ~= nil) then
TriggerObject():ReturnToOwnersHand()
end
</RESOLUTION_TIME_ACTION>
<CLEANUP>
return EffectController() == nil
</CLEANUP>
</TRIGGERED_ABILITY>
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Re: Formal Request Thread
by gorem2k » 15 Aug 2013, 12:05
I already done the token and just finished!! but now I may try this other suggestion...RiiakShiNal wrote:Actually you can do the last ability of Tamiyo, the Moon Sage without a token and without granting abilities. You can use a Delayed Trigger to handle returning cards from the graveyard for the rest of the game.
- Code: Select all
<ACTIVATED_ABILITY>
...
<RESOLUTION_TIME_ACTION>
local delayDC = EffectDC():Make_Chest(1)
MTG():CreateDelayedTrigger( 2, delayDC )
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6">
EffectController():GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_NO_HAND_LIMIT, 1 )
</CONTINUOUS_ACTION>
<DURATION>
return EffectController() == nil
</DURATION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY resource_id="2">
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY">
-- Only cards owned by a given player will be put into that player's graveyard (this is due to how the DotP engine works).
return TriggerObject() ~= nil and TriggerObject():GetOwner() == EffectController()
</TRIGGER>
<MAY tag="CARD_QUERY_TAMIYO_RETURN" always_prompt="1" />
<RESOLUTION_TIME_ACTION>
if (TriggerObject() ~= nil) then
TriggerObject():ReturnToOwnersHand()
end
</RESOLUTION_TIME_ACTION>
<CLEANUP>
return EffectController() == nil
</CLEANUP>
</TRIGGERED_ABILITY>
EDIT: now I think I will keep the token because:
#1 - it works even with the rule that if Tamiyo has 8 counters and activate the last ability and dies, she don't return to hand. and
#2 - I already have a delayed trigger, and having 2 in the same activated ability is a bit too much for my taste.
Re: Formal Request Thread
by j6m6w6 » 15 Aug 2013, 14:44
i some how managed to make this, it seems to work ok.
- Attachments
-
Glimpse the Unthinkable.zip
- Glimpse the Unthinkable
- (257.67 KiB) Downloaded 332 times
Re: Formal Request Thread
by RiiakShiNal » 15 Aug 2013, 15:50
Tamiyo, the Moon Sage shouldn't return to hand is she has 8 counters and the last ability is used because the 8 counters should be removed as part of the cost (at Play time, not Resolution time) at which point she will go to the graveyard then the ability will resolve and the delayed trigger will take effect (too late for her to be considered for the delayed trigger which is how it should be). I did not include the cost part of the activated ability because I don't know how you are implementing that piece of it to work with the approximated planeswalkers.gorem2k wrote:I already done the token and just finished!! but now I may try this other suggestion...
EDIT: now I think I will keep the token because:
#1 - it works even with the rule that if Tamiyo has 8 counters and activate the last ability and dies, she don't return to hand. and
Where is the second delayed trigger and what is it used for? I only have one in the code I posted with no need for a second to make the ability work. I used resource_id 2 because that is the id you used in your posted code which leads me to believe that you used resource_id 1 for something else.gorem2k wrote:#2 - I already have a delayed trigger, and having 2 in the same activated ability is a bit too much for my taste.
It seems to me that there is more approximation trying to use a token to handle the ability rather than just coding the ability like I described. The reason is for the token you also have to handle effects like Doubling Season (prevent extra tokens) and board wiping effects (prevent the token from being destroyed).
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Re: Formal Request Thread
by gorem2k » 15 Aug 2013, 16:11
I needed one for setting a different duration. a continuous effect that disable planeswalker abilities until eot.RiiakShiNal wrote:Where is the second delayed trigger and what is it used for?gorem2k wrote:#2 - I already have a delayed trigger, and having 2 in the same activated ability is a bit too much for my taste.
I could add a ZONECHANGE_CONSIDERED on self which would override any event that moves it to another zone... but like you said, Doubling Season would make it trigger more than once... and yeah it's best to have an ability in one place. I will reconsider.RiiakShiNal wrote:It seems to me that there is more approximation trying to use a token to handle the ability rather than just coding the ability like I described. The reason is for the token you also have to handle effects like Doubling Season (prevent extra tokens) and board wiping effects (prevent the token from being destroyed).
EDIT: Good! no more token and it's fine.. Thanks for the tip

Re: Formal Request Thread
by Kieran » 15 Aug 2013, 17:17
This is my personal request for Sphinx cards and some others. As always, if some of these have already been created point my in the direction to grab 'em. And thanks in advance for any effort.
SPHINX CARDS
Argent Sphinx
Belltower Sphinx (already created)
Cerulean Sphinx
Chancellor of the Spires (already created)
Consecrated Sphinx (already created)
Conundrum Sphinx
Enigma Sphinx (already created)
Goliath Sphinx (I went ahead and created it)
Isperia the Inscrutable
Isperia, Supreme Judge (already created)
Jelenn Sphinx
Magister Sphinx
Petra Sphinx
Serra Sphinx (I went ahead and created it)
Sharding Sphinx (already created)
Sharuum the Hegemon (already created)
Sphinx Ambassador
Sphinx of Jwar Isle
Sphinx of Lost Truths
Sphinx of Magosi (already created)
Sphinx of the Chimes
Sphinx of the Steel Wind (already created)
Sphinx of Uthuun
Sphinx Sovereign (already created)
Sphinx Summoner (already created)
Sphinx's Revelation (already created)
Vexing Sphinx
Windreader Sphinx (already created)
This is an extensive list because I want to recreate some decks I made for 2013 that I never published and I'll certainly start coding some of these when time permits. I've not update my database of cards in over two weeks so some of these may have already been created.
OTHER CARDS
Amass the Components
Back from the Brink
Celestial Purge (already created)
Consult the Necrosages (already created)
Desecrated Earth (I went ahead and created it)
Devastation Tide (already created)
Dismal Failure
Distant Memories
Divine Offering (I went ahead and created it)
Divine Reckoning
Flashfreeze (already created)
Fool's Demise (already created)
Ghostly Prison (already created)
Haunting Echoes (I went ahead and created it)
High Tide
Land Tax (already created)
Mirror Gallery (Impossible to create)
Paraselene (I went ahead and created it)
Psychosis Crawler (already created)
Punish Ignorance (I went ahead and created it)
Rest in Peace (I went ahead and created it)
Revoke Existence (already created)
Sphinx-Bone Wand
Sphinx's Herald
Stifle (Impossible to create)
Surgical Extraction (already created)
Tempered Steel (I went ahead and created it)
Thought Reflection
Traumatize (already created)
Wall of Frost (already created)
SPHINX CARDS
Argent Sphinx
Belltower Sphinx (already created)
Cerulean Sphinx
Chancellor of the Spires (already created)
Consecrated Sphinx (already created)
Conundrum Sphinx
Enigma Sphinx (already created)
Goliath Sphinx (I went ahead and created it)
Isperia the Inscrutable
Isperia, Supreme Judge (already created)
Jelenn Sphinx
Magister Sphinx
Petra Sphinx
Serra Sphinx (I went ahead and created it)
Sharding Sphinx (already created)
Sharuum the Hegemon (already created)
Sphinx Ambassador
Sphinx of Jwar Isle
Sphinx of Lost Truths
Sphinx of Magosi (already created)
Sphinx of the Chimes
Sphinx of the Steel Wind (already created)
Sphinx of Uthuun
Sphinx Sovereign (already created)
Sphinx Summoner (already created)
Sphinx's Revelation (already created)
Vexing Sphinx
Windreader Sphinx (already created)
This is an extensive list because I want to recreate some decks I made for 2013 that I never published and I'll certainly start coding some of these when time permits. I've not update my database of cards in over two weeks so some of these may have already been created.
OTHER CARDS
Amass the Components
Back from the Brink
Celestial Purge (already created)
Consult the Necrosages (already created)
Desecrated Earth (I went ahead and created it)
Devastation Tide (already created)
Dismal Failure
Distant Memories
Divine Offering (I went ahead and created it)
Divine Reckoning
Flashfreeze (already created)
Fool's Demise (already created)
Ghostly Prison (already created)
Haunting Echoes (I went ahead and created it)
High Tide
Land Tax (already created)
Mirror Gallery (Impossible to create)
Paraselene (I went ahead and created it)
Psychosis Crawler (already created)
Punish Ignorance (I went ahead and created it)
Rest in Peace (I went ahead and created it)
Revoke Existence (already created)
Sphinx-Bone Wand
Sphinx's Herald
Stifle (Impossible to create)
Surgical Extraction (already created)
Tempered Steel (I went ahead and created it)
Thought Reflection
Traumatize (already created)
Wall of Frost (already created)
Last edited by Kieran on 16 Aug 2013, 15:58, edited 15 times in total.
Re: Formal Request Thread
by thefiremind » 15 Aug 2013, 18:02
Consult the Necrosages and Fool's Demise are official cards.
Psychosis Crawler is in my mod.
Mirror Gallery and Stifle are impossible to make.
Psychosis Crawler is in my mod.
Mirror Gallery and Stifle are impossible to make.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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Re: Formal Request Thread
by Kieran » 15 Aug 2013, 18:06
Okay, I was editing as I went along. And I'll edit to note that Mirror Gallery and Stifle are not possible.
Re: Formal Request Thread
by drleg3nd » 15 Aug 2013, 19:40
can someone help me out with this hidden strings, I couldn't find a card with similar ability.
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="HIDDEN_STRINGS_812369021" />
<CARDNAME text="HIDDEN_STRINGS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hidden Strings]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fils cachés]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hilos ocultos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verborgene Fäden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fili Nascosti]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[見えざる糸]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[숨겨진 끈]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Тайные Нити]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hidden Strings]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812369021" />
<ARTID value="812369021" />
<ARTIST name="Daarken" />
<CASTING_COST cost="{1}{U}" />
<TYPE metaname="Sorcery" />
<EXPANSION value="DGM" />
<RARITY metaname="C" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez engager ou dégager le permanent ciblé, puis engager ou dégager un autre permanent ciblé.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes girar o enderezar el permanente objetivo, luego puedes girar o enderezar otro permanente objetivo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst eine bleibende Karte deiner Wahl tappen oder enttappen, dann kannst du eine andere bleibende Karte deiner Wahl tappen oder enttappen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi TAPpare o STAPpare un permanente bersaglio, poi puoi TAPpare o STAPpare un altro permanente bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[パーマネント1つと、他のパーマネント1つを対象とする。あなたはその前者をタップまたはアンタップしてもよく、その後、その後者をタップまたはアンタップしてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[지속물 한 개를 목표로 정한다. 당신은 그 지속물을 탭하거나 언탭할 수 있다. 그 후 다른 지속물 한 개를 목표로 정한다. 당신은 그 지속물을 탭하거나 언탭할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете повернуть или развернуть целевой перманент, затем вы можете повернуть или развернуть другой целевой перманент.Шифр]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
TFM_FilterPermanents(filter)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_YES")
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_NO")
player:AskMultipleChoiceQuestion("TFM_CARD_QUERY_TAP_OR_UNTAP_THIS_PERMANENT", target)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil and player:GetMultipleChoiceResult() == 0 then
if target:IsTapped() then
target:Untap()
else
target:Tap()
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_NEUTRAL" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
</ACTIVATED_ABILITY>
<TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
TFM_FilterPermanents(filter)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_YES")
player:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_NO")
player:AskMultipleChoiceQuestion("TFM_CARD_QUERY_TAP_OR_UNTAP_THIS_PERMANENT", target)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if player ~= nil and target ~= nil and player:GetMultipleChoiceResult() == 0 then
if target:IsTapped() then
target:Untap()
else
target:Tap()
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_NEUTRAL" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<SPELL_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cipher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cryptage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cifrar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Chiffrieren]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cifrare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[暗号]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[암호문]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Шифр]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cifrar]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_CONTROLLER, OP_IS, EffectController() )
if EffectSource():IsToken() == false then
EffectController():ChooseItem( "CARD_QUERY_CHOOSE_A_CARD_TO_ENCODE_ONTO", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local cipherDC = EffectDC():Get_Targets(1)
if cipherDC ~= nil then
local chosenCard = cipherDC:Get_CardPtr(0)
if chosenCard ~= nil then
local effectSource = EffectSource()
if (effectSource ~= nil) then
effectSource:Exile()
effectSource:NailOnto(chosenCard)
LinkedDC():Set_CardPtr(0, effectSource)
end
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6">
local chosenCardDC = EffectDC():Get_Targets(1)
if chosenCardDC ~= nil then
local chosencard = chosenCardDC:Get_CardPtr(0)
if chosencard ~= nil then
local characteristics = chosencard:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
chosencard:AddScore(200)
end
end
</CONTINUOUS_ACTION>
<DURATION>
if LinkedDC():Get_CardPtr(0) ~= nil then
local chosenCardDC = EffectDC():Get_Targets(1)
if chosenCardDC ~= nil and chosenCardDC:Get_CardPtr(0) ~= nil then
return false
end
end
return true
</DURATION>
</SPELL_ABILITY>
</CARD_V2>
Re: Formal Request Thread
by MC Brodie » 15 Aug 2013, 20:13
I'm pretty sure someone coded a card with a similar ability minus cipher (maybe Blood Reyvyn?). I think it's in this thread. Unfortunately I'm not that well versed in all the cards in magic so i couldn't name it for you
Edit: search for Merrow Reejerey in this thread
Edit: search for Merrow Reejerey in this thread
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by drleg3nd » 15 Aug 2013, 20:38
yea I saw that one but fatestitcher seemed more direct so I used that one but now im getting this error from deckbuilderMC Brodie wrote:I'm pretty sure someone coded a card with a similar ability minus cipher (maybe Blood Reyvyn?). I think it's in this thread. Unfortunately I'm not that well versed in all the cards in magic so i couldn't name it for you
Edit: search for Merrow Reejerey in this thread
- | Open
- Code: Select all
8/15/2013 4:30:04 PM: Low: System.Xml - The 'CARD_V2' start tag on line 2 position 2 does not match the end tag of 'ACTIVATED_ABILITY'. Line 69, position 5.:
at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
at System.Xml.XmlTextReaderImpl.ParseEndElement()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
at System.Xml.XmlDocument.Load(XmlReader reader)
at System.Xml.XmlDocument.LoadXml(String xml)
at RSN.DotP.CardInfo.ParseXML(String strXML)
at RSN.DotP.CardInfo..ctor(String strFilename, String strXML, String strWad, GameDirectory gdData)
at RSN.DotP.WadWrapper.LoadCards(FileStream fsInput, GameDirectory gdData)
Extra Information:
Unable to load card: HIDDEN_STRINGS_812369021.XML in Data_Decks_81201_NIGHT_CIPHER_2014
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