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Formal Request Thread

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Re: Formal Request Thread

Postby thefiremind » 16 Aug 2013, 17:53

The problem is that supertypes are strongly linked to the executable, exactly as card types, so adding them doesn't work. You can only add sub-types.
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Re: Formal Request Thread

Postby j6m6w6 » 16 Aug 2013, 19:16

has anyone done Consuming Aberration yet? if not would someone be able to code this?
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Re: Formal Request Thread

Postby MC Brodie » 16 Aug 2013, 22:34

Consuming Aberration | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="CONSUMING_ABERRATION_867366391" />
  <CARDNAME text="CONSUMING_ABERRATION" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Consuming Aberration]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Aberration dévorante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aberración consumidora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzehrende Scheußlichkeit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aberrazione Distruttiva]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[破壊的な逸脱者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집어삼키는 변이체]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Всепоглощающая Тварь]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aberração Consumidora]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867366391" />
  <ARTID value="867366391" />
  <ARTIST name="Karl Kopinski" />
  <CASTING_COST cost="{3}{U}{B}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Horror" />
  <EXPANSION value="GTC" />
  <RARITY metaname="R" />
  <POWER value="*" />
  <TOUGHNESS value="*" />
  <STATIC_ABILITY active_zone="ZONE_ANY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La force et l’endurance de l’Aberration dévorante sont chacune égales au nombre de cartes dans les cimetières de vos adversaires.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tanto la fuerza como la resistencia de la Aberración consumidora son iguales al número de cartas que haya en los cementerios de tus oponentes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stärke und Widerstandskraft der Verzehrenden Scheußlichkeit sind gleich der Anzahl der Karten in den Friedhöfen deiner Gegner.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La forza e la costituzione dell’Aberrazione Distruttiva sono pari al numero di carte nei cimiteri dei tuoi avversari.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[破壊的な逸脱者のパワーとタフネスは、それぞれすべての対戦相手の墓地にあるカードの枚数に等しい。あなたが呪文を1つ唱えるたび、各対戦相手はそれぞれ自分のライブラリーの一番上から、土地カードが公開されるまでカードを公開し続ける。その後それらのカードを自分の墓地に置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집어삼키는 변이체의 공격력과 방어력은 당신의 상대들의 무덤에 있는 카드 수의 합과 같다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сила и выносливость Всепоглощающей Твари равны количеству карт на кладбищах ваших оппонентов.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O poder e a resistência de Aberração Consumidora são ambos iguais ao número de cards nos cemitérios de seus oponentes.]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="7A">
      if EffectSource() ~= nil then
         local filter = ClearFilter()
         filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
         filter:SetZone( ZONE_GRAVEYARD )
         local total = filter:Count()
         local characteristics = EffectSource():GetCurrentCharacteristics()
         characteristics:Power_Set(total)
         characteristics:Toughness_Set(total)
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous lancez un sort, chaque adversaire révèle les cartes du dessus de sa bibliothèque jusqu’à révéler une carte de terrain, puis il met ces cartes dans son cimetière.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que lances un hechizo, cada oponente muestra cartas de la parte superior de su biblioteca hasta que muestre una carta de tierra, luego pone esas cartas en su cementerio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du einen Zauberspruch wirkst, deckt jeder Gegner Karten oben von seiner Bibliothek auf, bis er eine Land-Karte aufdeckt, dann legt er diese Karten auf seinen Friedhof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lanci una magia, ogni avversario rivela carte dalla cima del proprio grimorio fino a che non rivela una carta terra, poi mette quelle carte nel proprio cimitero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 주문을 발동할 때마다, 각 상대는 대지 카드를 공개할 때까지 자신의 서고 맨 위에서부터 카드를 공개한 다음 공개된 카드들을 자신의 무덤에 넣는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда вы разыгрываете заклинание, каждый оппонент показывает карты с верха своей библиотеки до тех пор, пока не покажет карту земли, затем кладет те карты на свое кладбище.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que você conjura uma mágica, cada oponente revela cards do topo do próprio grimório até revelar um card de terreno. Depois, ele coloca aqueles cards no próprio cemitério.]]></LOCALISED_TEXT>
   <TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol" />
   <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:SetFilterType( FILTER_TYPE_PLAYERS )
      filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    </FILTER>
   <RESOLUTION_TIME_ACTION filter_id="0">
      local player = FilteredPlayer()
      if player ~= nil then
         local cardsinLibrary = player:Library_Count()
         for i = 0, (cardsinLibrary-1) do
            local card = player:Library_GetTop()
            if card~= nil then
               card:GuidedReveal( card:GetZone(), ZONE_GRAVEYARD )
               card:PutInGraveyard()
               if card:GetCardType():Test(CARD_TYPE_LAND) then
                  break
               end
            end
         end
      end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Your Glimpse the Unthinkable you posted a few pages back looked ok. I don't think you need to specify AI_AVAILABILITY for a sorcery but I could be wrong.
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Re: Formal Request Thread

Postby thefiremind » 16 Aug 2013, 23:40

MC Brodie wrote:I don't think you need to specify AI_AVAILABILITY for a sorcery but I could be wrong.
That's right, the AI is smart enough to understand by itself that sorceries can be used only on main phases and doesn't waste thinking time for them in other time windows. You might want to specify only one of the main phases if you code a sorcery that you need to restrict to either main phase 1 or 2... I can't think of an example right now, but let's imagine that you code a sorcery that does an effect similar to Act of Treason plus something else, and you see the AI using it way too many times on main phase 2 just to get that "something else", then restricting the AI_AVAILABILITY to main_1 could be a good idea.
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Re: Formal Request Thread

Postby j6m6w6 » 17 Aug 2013, 01:00

i just copied thought scour and changed 2 to 10, then deleted the draw card. ive never coded before so i really dont know what everything means. i could try and take that out.
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Re: Formal Request Thread

Postby Spongeboba » 17 Aug 2013, 23:58

Hi, everyone!
Can someone make Elvish Mystic?

It is very similar to existing Avacyn's Pilgrim, only difference it adds Forest and not Plain to mana pool.
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Re: Formal Request Thread

Postby nekrose » 18 Aug 2013, 01:52

Hey there , I would just like to humbly request the card Blight Sickle , if at all possible , as it would go great with my wither deck I had in mind . Thank you so much in advance :}

Edit : oh, and for Duels 2013 , I should have specified .
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Re: Formal Request Thread

Postby gorem2k » 18 Aug 2013, 02:54

Spongeboba wrote:Hi, everyone!
Can someone make Elvish Mystic?

It is very similar to existing Avacyn's Pilgrim, only difference it adds Forest and not Plain to mana pool.
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Re: Formal Request Thread

Postby gorem2k » 18 Aug 2013, 03:14

nekrose wrote:Hey there , I would just like to humbly request the card Blight Sickle , if at all possible , as it would go great with my wither deck I had in mind . Thank you so much in advance :}

Edit : oh, and for Duels 2013 , I should have specified .
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DotP 2013. untested.
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Re: Formal Request Thread

Postby loookaz » 18 Aug 2013, 21:53

hi guys,
any chance for Ghostly Flicker and Mulldrifter?
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Re: Formal Request Thread

Postby thexlich » 19 Aug 2013, 05:45

I would like to request Myr Superion, please
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Re: Formal Request Thread

Postby thefiremind » 19 Aug 2013, 08:33

thexlich wrote:I would like to request Myr Superion, please
There's no way to code its restriction in DotP. A possible approximation would be to code its cost as "Tap two untapped creatures you control that can produce mana", but this would require to make a list of creature card names that produce mana, to manually track their summoning sickness which isn't easy, and to manually take into account cost modifiers such as Etherium Sculptor. I wouldn't do that. :lol:
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Re: Formal Request Thread

Postby Rari » 19 Aug 2013, 14:15

Just wondering if the restriction for tapping Freewind Equenaut is possible? I'm not sure how to handle it at all.

Edit: Also wondering how (if) I can remove a creature from combat.
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Re: Formal Request Thread

Postby gorem2k » 19 Aug 2013, 15:30

Freewind Equenaut | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="FREEWIND_EQUENAUT_107253" />
  <CARDNAME text="FREEWIND_EQUENAUT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Freewind Equenaut]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équénaute librevent]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equinauta errante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pfeilschnelle Equidonautin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equinauta del Ventolibero]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[自由風の乗馬兵]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Freewind Equenaut]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эквенавт вольного ветра]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Viajante Eqüestre do Vento]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="107253" />
  <ARTID value="107253" />
  <ARTIST name="Rebecca Guay" />
  <CASTING_COST cost="{2}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Confront her, and feel the hooves of her steed. Ignore her, and feel the sting of her arrow.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Attaquez-la, et vous connaîtrez la blessure des sabots de son destrier.  Ignorez-la, et sa flèche percera votre chair.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enfréntala, y siente los cascos de su montura.  Ignórala, y siente la punzada de sus flechas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wer sich ihr entgegenstellt, bekommt die Hufe ihres Reittiers zu spüren.  Wer sie ignoriert, bekommt einen Pfeil in die Rippen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Affrontala e assaggerai gli zoccoli del suo destriero.  Ignorala e assaggerai la punta della sua freccia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼女に立ち向かえば、馬の蹄を味わうことになる。  彼女を無視すれば、矢の痛みを味わうことになる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Confront her, and feel the hooves of her steed. Ignore her, and feel the sting of her arrow.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Только встань на ее пути — и почувствуешь на себе копыта ее скакуна.  Не обращай на нее внимания — и получишь жалящий укол ее стрелы.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Confronte-a, e enfrentará os cascos de seu cavalo.  Ignore-a, e sentirá a pontada de sua flecha.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Archer" />
  <EXPANSION value="DIS" />
  <RARITY metaname="C" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Freewind Equenaut is enchanted, it has “{T}: Freewind Equenaut deals 2 damage to target attacking or blocking creature.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que l’Équénaute librevent est enchantée, elle a « {T} : L’Équénaute librevent inflige 2 blessures à la créature attaquante ou bloqueuse ciblée. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la Equinauta errante esté encantada, tiene “{T}: La Equinauta errante hace 2 puntos de daño a la criatura atacante o bloqueadora objetivo.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die Pfeilschnelle Equidonautin verzaubert ist, hat sie „{T}: Die Pfeilschnelle Equidonautin fügt einer angreifenden oder blockenden Kreatur deiner Wahl 2 Schadenspunkte zu.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che l’Equinauta del Ventolibero è incantato, ha “{T}: L’Equinauta del Ventolibero infligge 2 danni a una creatura attaccante o bloccante bersaglio.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[自由風の乗馬兵がエンチャントされているかぎり、それは「{T}:攻撃やブロックに参加しているクリーチャー1体を対象とする。自由風の乗馬兵はそれに2点のダメージを与える。」の能力を持つ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Freewind Equenaut is enchanted, it has “{T}: Freewind Equenaut deals 2 damage to target attacking or blocking creature.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока Эквенавт вольного ветра зачарована, она получает способность “{T}: Эквенавт вольного ветра наносит 2 повреждения целевому нападающему или блокирующему существу”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto Viajante Eqüestre do Vento estiver encantada, ela tem “{T}: Viajante Eqüestre do Vento causa 2 pontos de dano à criatura alvo atacante ou bloqueadora.”]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil and EffectSource():IsEnchanted() then
       EffectSource():GetCurrentCharacteristics():GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY resource_id="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Freewind Equenaut deals 2 damage to target attacking or blocking creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : L’Équénaute librevent inflige 2 blessures à la créature attaquante ou bloqueuse ciblée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: La Equinauta errante hace 2 puntos de daño a la criatura atacante o bloqueadora objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Die Pfeilschnelle Equidonautin fügt einer angreifenden oder blockenden Kreatur deiner Wahl 2 Schadenspunkte zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: L’Equinauta del Ventolibero infligge 2 danni a una creatura attaccante o bloccante bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:攻撃やブロックに参加しているクリーチャー1体を対象とする。自由風の乗馬兵はそれに2点のダメージを与える。」の能力を持つ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Freewind Equenaut deals 2 damage to target attacking or blocking creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Эквенавт вольного ветра наносит 2 повреждения целевому нападающему или блокирующему существу.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Viajante Eqüestre do Vento causa 2 pontos de dano à criatura alvo atacante ou bloqueadora.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_IS_BLOCKING, true )
       subfilter:Add( FE_IS_ATTACKING, true )
    </TARGET_DEFINITION>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_DEAL_2_DAMAGE" definition="0" compartment="0" count="1" />
    <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if ( target_creature ~= nil ) then
       EffectSourceLKI():DealDamageTo( 2, target_creature )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </ACTIVATED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
EDIT2: i've corrected the card and added AI simplified target. sorry about the re-editing. :oops:

EDIT3: re-fixed, removed unnecessary filter block #-o . the essential part is there.
Last edited by gorem2k on 19 Aug 2013, 16:18, edited 1 time in total.
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Re: Formal Request Thread

Postby thefiremind » 19 Aug 2013, 16:02

Nice idea there, with the FILTER block! But you can do it a bit shorter with the IsEnchanted function and no filters:
Code: Select all
    <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil and EffectSource():IsEnchanted() then
       EffectSource():GetCurrentCharacteristics():GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
I wasn't totally sure there was such function, but I took a look here and found it's still in. :wink:

About removing from combat, no, there's no way to do that.
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