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Formal Request Thread

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Re: Formal Request Thread

Postby loookaz » 19 Aug 2013, 17:58

i would like to kindly repeat my request concerning Ghostly Flicker and Mulldrifter.

all i can say is thanks in advance.
i know that someone will help me eventually:)

cheers
lucas
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Re: Formal Request Thread

Postby East Bay » 19 Aug 2013, 18:41

loookaz wrote:i would like to kindly repeat my request concerning Ghostly Flicker and Mulldrifter.

all i can say is thanks in advance.
i know that someone will help me eventually:)

cheers
lucas
I did Mulldrifter awhile ago for a Conjurer's Closet deck
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Vagabondo Pensoso entra nel campo di battaglia, pesca due carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Mulldrifter enters the battlefield, draw two cards.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(2)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <UTILITY_ABILITY qualifier="Alternate">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Apparire {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Evoke {2}{U}]]></LOCALISED_TEXT>
    <COST mana_cost="{2}{U}" type="Mana" />
    <COST type="Generic">
      <PREREQUISITE>
    return true
    </PREREQUISITE>
      <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       local delayDC = EffectDC():Make_Chest(1)
       delayDC:Set_CardPtr(0, EffectSource())
       delayDC:Protect_CardPtr(0)
       MTG():CreateDelayedTrigger(1, delayDC)
    end
    </RESOLUTION_TIME_ACTION>
    </COST>
    <ABILITY_TEXT tag="ALTERNATE_COST_PAY_EVOKE" />
  </UTILITY_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
    <CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
    <TRIGGER value="SPELL_RESOLVED">
    return TriggerObject() == EffectDC():Get_CardPtr(0)
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(1)
    MTG():CreateDelayedTrigger(2, delayDC)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY resource_id="2">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_STACK" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectController():Sacrifice( EffectSource() )
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP no_effect_source="1" />
  </TRIGGERED_ABILITY>
You can get the art from sumomoles 2013 mod
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Re: Formal Request Thread

Postby loookaz » 19 Aug 2013, 19:04

where can i get your deck?

i would like to check it out if possible:)
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Re: Formal Request Thread

Postby East Bay » 19 Aug 2013, 20:08

loookaz wrote:where can i get your deck?

i would like to check it out if possible:)
I never made the deck yet but if you really want my core choices are these

Dominus of Fealty
Mulldrifter
Archaeomancer
Conjurer's Closet
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Re: Formal Request Thread

Postby thexlich » 19 Aug 2013, 22:38

thefiremind wrote:
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:
I see, well thanks for responding anyways =)
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Re: Formal Request Thread

Postby Kieran » 19 Aug 2013, 22:46

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Re: Formal Request Thread

Postby drleg3nd » 20 Aug 2013, 16:00

didn't know where to post this but does anyone know what deck is this from ?
error log | Open
Code: Select all
8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321

8/20/2013 11:54:20 AM: Low: Can't find referenced card:  for regular unlocks (1351) for deck with Id: 1321
trying to clean up folder so I can go back to steam version but this particular one is hard for me to find
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Re: Formal Request Thread

Postby RiiakShiNal » 20 Aug 2013, 19:04

Since you know the deck id (1321) you can load up the Deck Builder and use "Create from Existing Deck" to see the deck ids and what the name of the deck is. I guess I should also add a column to that screen to make it easier to figure out which wad a deck belongs to.

Until I add it to the program by default, you can add it yourself by adding to the settings.xml (In the DeckViewColumns block):
Code: Select all
<Column Name="Wad" Type="System.Windows.Forms.DataGridViewTextBoxColumn, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" DataProperty="Wad" HeaderText="COLUMN_TEXT_WAD" SortMode="Programmatic" Width="100" Visible="True" DisplayIndex="8" />
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Re: Formal Request Thread

Postby loookaz » 20 Aug 2013, 22:06

hi guys, can someone help me with the Stonecloaker and Burning-Tree Emissary?

they would really improve the versatility of my deck.
it's a neat cards btw:)
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Re: Formal Request Thread

Postby MC Brodie » 21 Aug 2013, 00:01

I haven't tested either of these. Honestly, I just wanted to try and code Barren Glory. I can't think of an easy way to test it.


Barren Glory | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="BARREN_GLORY_867136048" />
  <CARDNAME text="BARREN_GLORY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Barren Glory]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Gloire stérile]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Gloria estéril]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Öder Ruhm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gloria Sterile]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[不毛の栄光]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Barren Glory]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пустынное Великолепие]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Glória Estéril]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867136048" />
  <ARTID value="867136048" />
  <ARTIST name="Dave Kendall" />
  <CASTING_COST cost="{4}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The only perfect world is an empty world, with no one to sin or wage war.”
—Tarran, magus of the disk]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Pour qu’un monde soit parfait, il doit être vide, sans pêcheur ou guerroyeur. »
—Tarran, mage du Disque]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“El único mundo perfecto es un mundo vacío, sin nadie para pecar o luchar.”
—Tarran, mago del disco]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Nur eine leere Welt ist eine perfekte Welt, da niemand Sünden begehen oder einem Krieg anzetteln kann.”
Tarran, Magus der Scheibe]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“L’unico mondo perfetto è un mondo vuoto, senza nessuno che compia peccati o scateni guerre.”
—Tarran, magus del disco]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[完璧な世界とは何も無い世界だ。争いを起こす者も罪を犯す者もいない世界だ。
 ――円盤の大魔術師、タラン]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The only perfect world is an empty world, with no one to sin or wage war.”
—Tarran, magus of the disk]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Идеальным может быть только пустой мир, где некому грешить и воевать.”
—Тарран, волхв диска]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“O único mundo ideal é um mundo vazio, sem ninguém para pecar ou declarar guerra.”
 Tarran, mago do disco]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="FUT" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, si vous ne contrôlez pas d’autre permanent que la Gloire stérile et que vous n’avez pas de carte en main, vous gagnez la partie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, si no controlas ningún permanente distinto de Gloria estéril y no tienes cartas en mano, ganas el juego.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls du zu Beginn deines Versorgungssegments außer dem Öden Ruhm keine bleibende Karten im Spiel und keine Karten auf der Hand hast, gewinnst du das Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, se non controlli permanenti diversi dalla Gloria Sterile e non hai carte in mano, vinci la partita.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、あなたが不毛の栄光以外のパーマネントをコントロールせず、かつあなたの手札にカードが無い場合、あなたはこのゲームに勝利する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки, если вы не контролируете других перманентов, кроме Пустынного Великолепия, и у вас в руке нет карт, вы выигрываете партию.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, se você não controlar nenhuma outra permanente que não Glória Estéril, e se não tiver cards em sua mão, você vencerá o jogo.]]></LOCALISED_TEXT>
   <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
   <INTERVENING_IF>
      local filter = ClearFilter()
      local subfilter = filter:AddSubFilter_Or()
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
        filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
        filter:Add( FE_CONTROLLER, OP_IS, EffectController())
      local other_permanents = filter:Count()
      local hand_size = EffectController():Hand_Count()
      if other_permanents == 0 and hand_size == 0 and EffectSource ~= nil then
         return true
      else
         return false
      end
    </INTERVENING_IF>
   <RESOLUTION_TIME_ACTION>
      EffectController():WinGame()
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
</CARD_V2>
Beacon of Immortality | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="BEACON_OF_IMMORTALITY_867130553" />
  <CARDNAME text="BEACON_OF_IMMORTALITY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Beacon of Immortality]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flambeau de l’Immortalité]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Faro de inmortalidad]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Leitstern der Unsterblichkeit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Faro dell’Immortalità]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[不死の標]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Beacon of Immortality]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Маяк Бессмертия]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Guia da Imortalidade]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867130553" />
  <ARTID value="867130553" />
  <ARTIST name="Rob Alexander" />
  <CASTING_COST cost="{5}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The cave floods with light. A thousand rays shine forth and meld into one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La caverne est baignée de lumière.  Mille rayons convergent pour n’en plus former qu’un.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La cueva está inundada de luz. Miles de rayos brillan de ella y se funden en uno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Höhle füllt sich mit Licht. Tausend Strahlen leuchten hinein und verschmelzen miteinander.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La caverna è inondata di luce. Migliaia di raggi balenano nel buio e si fondono in un unico sprazzo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[洞穴は光に満ちている。 幾千もの光が注ぎだし、そして一つにと溶け合うのだ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The cave floods with light. A thousand rays shine forth and meld into one.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Свет наполняет пещеру. Тысяча лучей, вспыхивая, сливается в один.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A caverna se inunda de luz. Milhares de raios reluzem e se combinam em um.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Instant" />
  <EXPANSION value="10E" />
  <RARITY metaname="R" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Double target player’s life total. Shuffle Beacon of Immortality into its owner’s library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Doublez le total de points de vie du joueur ciblé.  Mélangez le Flambeau de l’Immortalité dans la bibliothèque de son propriétaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Duplica el total de vidas del jugador objetivo. Baraja el Faro de inmortalidad en la biblioteca de su propietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verdopple die Lebenspunkte eines Spielers deiner Wahl. Mische den Leitstern der Unsterblichkeit in die Bibliothek seines Besitzers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Raddoppia i punti vita di un giocatore bersaglio. Rimescola il Faro dell’Immortalità nel grimorio del suo proprietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人を対象とし、そのプレイヤーのライフの総量を2倍にする。 不死の標をオーナーのライブラリーに加えて切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Double target player’s life total. Shuffle Beacon of Immortality into its owner’s library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Удвойте количество жизни целевого игрока. Втасуйте Маяк Бессмертия в библиотеку его владельца.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Duplique o total de pontos de vida do jogador alvo. Embaralhe Guia da Imortalidade no grimório de seu dono.]]></LOCALISED_TEXT>
   <SFX text="CASTER_BUFF_PLAY" />
   <TARGET_DEFINITION id="0">
      local filter = ClearFilter()
      filter:SetFilterType( FILTER_TYPE_PLAYERS )
    </TARGET_DEFINITION>
   <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_FOR_LIFE_TO_DOUBLE" definition="0" compartment="0" count="1" />
   <RESOLUTION_TIME_ACTION>
    local player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if player ~= nil then
       local life = player:GetLifeTotal()
       player:SetLifeTotal( life*2)
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         EffectSource():PutOnTopOfLibrary()
         EffectController():ShuffleLibrary()
      end
    </RESOLUTION_TIME_ACTION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED" />
  </SPELL_ABILITY>
  <AI_AVAILABILITY type="in_response" response_source="1" />
  <AI_AVAILABILITY window_step="declare_blockers" type="window" />
  <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY type="in_response" response_source="1" />
  <AI_BASE_SCORE score="600" zone="ZONE_HAND" />
</CARD_V2>
-----------------------------------------------------------------------
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Re: Formal Request Thread

Postby drleg3nd » 21 Aug 2013, 03:11

RiiakShiNal wrote:Since you know the deck id (1321) you can load up the Deck Builder and use "Create from Existing Deck" to see the deck ids and what the name of the deck is. I guess I should also add a column to that screen to make it easier to figure out which wad a deck belongs to.

Until I add it to the program by default, you can add it yourself by adding to the settings.xml (In the DeckViewColumns block):
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<Column Name="Wad" Type="System.Windows.Forms.DataGridViewTextBoxColumn, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" DataProperty="Wad" HeaderText="COLUMN_TEXT_WAD" SortMode="Programmatic" Width="100" Visible="True" DisplayIndex="8" />
darn wish i saw this when i was home..thx riiak, i hope changing the settings like that is as easy as you make it seems.
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Re: Formal Request Thread

Postby drleg3nd » 21 Aug 2013, 03:37

hey all,can someone help me with these cards:
Possibility Storm | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="POSSIBILITY_STORM_812369013" />
  <CARDNAME text="POSSIBILITY_STORM" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Possibility Storm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Orage de probabilités]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tormenta de posibilidades]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sturm der Möglichkeiten]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tempesta di Possibilità]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[吹き荒れる潜在能力]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[가능성 폭풍]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Буря Возможностей]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Possibility Storm]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="812369013" />
  <ARTID value="812369013" />
  <ARTIST name="Jason Felix" />
  <CASTING_COST cost="{3}{R}{R}" />
  <TYPE metaname="Enchantment" />
  <EXPANSION value="DGM" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it. That player may cast that card without paying its mana cost. Then he or she puts all cards exiled with Possibility Storm on the bottom of his or her library in a random order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un joueur lance un sort depuis sa main, ce joueur l’exile puis exile les cartes du dessus de sa bibliothèque jusqu’à exiler une carte qui partage un type de carte avec lui. Ce joueur peut lancer cette carte sans payer son coût de mana. Il met ensuite toutes les cartes exilées avec l’Orage de probabilités au-dessous de sa bibliothèque dans un ordre aléatoire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un jugador lance un hechizo de su mano, ese jugador lo exilia, luego exilia cartas de la parte superior de su biblioteca hasta que exilie una carta con la que comparta un tipo de carta. Ese jugador puede lanzar esa carta sin pagar su coste de maná. Luego pone todas las cartas exiliadas con Tormenta de posibilidades en el fondo de su biblioteca en un orden aleatorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Spieler einen Zauberspruch aus seiner Hand wirkt, schickt dieser Spieler ihn ins Exil und dann schickt er Karten oben von seiner Bibliothek ins Exil, bis er eine Karte ins Exil schickt, die einen Kartentyp mit ihm gemeinsam hat. Dieser Spieler kann diese Karte wirken, ohne ihre Manakosten zu bezahlen. Dann legt er alle Karten, die mit dem Sturm der Möglichkeiten ins Exil geschickt wurden, in zufälliger Reihenfolge unter seine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un giocatore lancia una magia dalla sua mano, quel giocatore la esilia, poi esilia carte dalla cima del suo grimorio fino a che non esilia una carta che condivide con essa un tipo di carta. Quel giocatore può lanciare quella carta senza pagare il suo costo di mana. Poi mette tutte le carte esiliate con la Tempesta di Possibilità in fondo al suo grimorio in ordine casuale.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人が自分の手札から呪文を1つ唱えるたび、そのプレイヤーはそれを追放し、その後自分のライブラリーの一番上から、それと共通のカード・タイプを持つカードを追放するまでカードを追放し続ける。そのプレイヤーはそのカードをそのマナ・コストを支払うことなく唱えてもよい。その後、そのプレイヤーは吹き荒れる潜在能力により追放されたすべてのカードを自分のライブラリーの一番下に無作為の順番で置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어가 손에서 주문을 발동할 때마다, 그 플레이어는 그 주문을 추방한 다음 추방한 카드와 카드 유형을 하나라도 공유하는 카드가 나올 때까지 자신의 서고 맨 위 카드를 추방한다. 그 플레이어는 마지막에 나온 카드를 마나비용 없이 발동할 수 있다. 그런 다음 그 플레이어는 가능성 폭풍에 의해 추방당한 모든 카드를 자신의 서고 맨 밑에 무작위 순서로 넣는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда игрок разыгрывает заклинание из своей руки, тот игрок изгоняет его, затем изгоняет карты с верха своей библиотеки до тех пор, пока не изгонит карту, у которой есть такой же тип карты, что и у того заклинания. Тот игрок может разыграть ту карту без уплаты ее мана-стоимости. Затем он кладет все карты, изгнанные с помощью Бури Возможностей, в низ своей библиотеки в случайном порядке.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it. That player may cast that card without paying its mana cost. Then he or she puts all cards exiled with Possibility Storm on the bottom of his or her library in a random order.]]></LOCALISED_TEXT>
  </TRIGGERED_ABILITY>
</CARD_V2>
Strionic Resonator | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="STRIONIC_RESONATOR_812370670" />
  <CARDNAME text="STRIONIC_RESONATOR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Strionic Resonator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Résonateur strionique]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Resonador estriónico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Strionischer Resonator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Risonatore Strionico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ストリオン共鳴体]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[초정밀 공명장치]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Стрионический Резонатор]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ressonador Estriônico]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="812370670" />
  <ARTID value="812370670" />
  <ARTIST name="Noah Bradley" />
  <CASTING_COST cost="{2}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Its tines cannot be rung by mere physical force. Only magic of great power can start its eldritch resonance.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La force physique est sans effet. Seule une magie surpuissante peut activer sa résonance surnaturelle.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sus púas no pueden hacerse sonar usando solo la fuerza física. Solo una magia de gran poder puede iniciar su inquietante resonancia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Durch physische Kraft kann er nicht zum Klingen gebracht werden. Nur sehr mächtige Magie kann seine unheimlichen Resonanzen auslösen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[I rebbi non si lasciano attivare dalla semplice forza fisica. Solo magie di grande potere possono dar vita alle sue arcane risonanze.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[物理的な力だけでそれを鳴らすことはできない。強大な魔法のみが、その不気味な共鳴を生み出せるのだ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[이 공명 장치의 레버는 힘으로는 당길 수 없다. 오로지 강대한 마력만이 작동과정을 시작할 수 있다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Его музыка не зазвучит от простого прикосновения. Только очень мощная магия способна разбудить его древнюю мелодию.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Suas hastes não podem ser soadas pela mera força física. Apenas uma magia de grande poder é capaz de ativar sua ressonância sobrenatural.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" />
  <EXPANSION value="M14" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, {T} : Copiez une capacité déclenchée ciblée que vous contrôlez. Vous pouvez choisir de nouvelles cibles pour cette copie..]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, {T}: Copia la habilidad disparada objetivo que controles. Puedes elegir nuevos objetivos para la copia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, {T}: Kopiere eine ausgelöste Fähigkeit deiner Wahl, die du kontrollierst. Du kannst neue Ziele für die Kopie bestimmen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, {T}: Copia un’abilità innescata bersaglio che controlli. Puoi scegliere nuovi bersagli per la copia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, {T}:あなたがコントロールする誘発型能力1つを対象とし、それをコピーする。あなたはそのコピーの新しい対象を選んでもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, {T}: 당신이 조종하는 격발능력을 목표로 정한다. 그 능력을 복사한다. 당신은 그 복사본의 목표를 새로 정할 수 있다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, {T}: скопируйте целевую срабатывающую способность под вашим контролем. Вы можете выбрать новые цели для той копии.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, {T}: Copie a habilidade desencadeada alvo que você controla. Você pode escolher novos alvos para a cópia.]]></LOCALISED_TEXT>
  </ACTIVATED_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby nekrose » 21 Aug 2013, 05:58

So, I've been having some troubles in getting this Dread Slaver I got awhile back to work properly/show up in my game , and I can't seem to find a cause. I was able to get it to show up in game briefly ,but after tinkering with some mods I can't seem to get it to appear in game , even though in the deckbuilder tool it shows up just fine :/ any help with this matter would be much appreciated, comrades . here's the code of the xml I'm using in case any of y'all are feeling generous -

Code: Select all
<?xml version='1.0'?> encoding='UTF-8'?
<CARD_V2>
  <FILENAME text="DREAD_SLAVER_240007" />
  <CARDNAME text="DREAD_SLAVER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dread Slaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Schiavista del Terrore]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Grauenhafter Versklaver]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Esclavagiste de l’effroi]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esclavista pavoroso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[戦慄の奴隷商人]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[공포의 노예 상인]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ужасный Работорговец]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escravizador Aterrorizante]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="240007" />
  <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="it-IT"><![CDATA[Nella terra degli sciocchi, chi ha mezzo cervello è re.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ein halbes Gehirn beherrscht die Hirnlosen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au royaume des décérébrés, le trépané est roi.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Basta medio cerebro para dirigir a los necios.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[脳足りんでも脳なしを支配できる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[뇌가 없는 자들의 세상에서는 반쪽짜리 뇌라도 가진 자가 왕이다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полуразумный управляет неразумными.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Em terra de descerebrados, quem tem meio cérebro é rei.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Zombie" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
  <SUB_TYPE metaname="Horror" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1" />
  <EXPANSION value="AVR" />
  <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="it-IT"><![CDATA[Ogniqualvolta muore una creatura a cui è stato inflitto danno dallo Schiavista del Terrore in questo turno, rimettila sul campo di battaglia sotto il tuo controllo. Quella creatura è uno Zombie nero in aggiunta ai suoi altri tipi e colori.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur stirbt, der in diesem Zug Schaden durch den Grauenhaften Versklaver zugefügt wurde, bringe sie unter deiner Kontrolle ins Spiel zurück. Diese Kreatur ist zusätzlich zu ihren anderen Farben und Typen ein schwarzer Zombie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature blessée ce tour-ci par l’Esclavagiste de l’effroi meurt, renvoyez-la sur le champ de bataille sous votre contrôle. Cette créature est un zombie noir en plus de ses autres couleurs et de ses autres types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una criatura que haya recibido daño del Esclavista pavoroso este turno muera, regresa esa carta al campo de batalla bajo tu control. Esa criatura es un Zombie negro además de sus otros colores y tipos.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このターン、戦慄の奴隷商人によってダメージを与えられたいずれかのクリーチャーが死亡するたび、そのカードをあなたのコントロール下で戦場に戻す。 そのクリーチャーは、他の色やタイプに加えて黒のゾンビでもある。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[공포의 노예 상인에게 이 턴에 피해를 입은 생물이 죽을 때마다, 그 생물을 당신의 조종하에 전장으로 되돌린다. 그 생물은 자신의 원래 색에 더불어 흑색이며, 자신의 원래 유형에 더불어 좀비다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда существо, которому Ужасный Работорговец нанес повреждения в этом ходу, умирает, верните его на поле битвы под вашим контролем. То существо является черным Зомби в дополнение к своим другим цветам и типам.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma criatura que sofreu dano de Escravizador Aterrorizante neste turno morrer, devolva-a ao campo de batalha sob seu controle. Aquela criatura é um Zumbi preto além de suas outras cores e tipos.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_IN_PLAY">
    if TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 then
       if MTG():Interrogate_DamageDealtToCreatureThisTurn( EffectSource(), TriggerObject() ) &gt; 0 then
          EffectDC():Set_CardPtr( 0, TriggerObject() )
          return true
       end
    end
    return false
    </TRIGGER>
    <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>
  </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" />
  <AI_BASE_SCORE score="600" zone="ZONE_IN_PLAY" />
</CARD_V2> 
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Re: Formal Request Thread

Postby thefiremind » 21 Aug 2013, 09:12

drleg3nd wrote:hey all,can someone help me with these cards:
Strionic Resonator is impossible to code. Countering, copying, changing costs can't be done on abilities in any DotP game.
Possibility Storm should be really, really close to DotP2013 version. If you copy the <TRIGGERED_ABILITY>...</TRIGGERED_ABILITY> code from that, and you post it here, I can tell you what needs to be changed (hopefully only a few things).

MC Brodie wrote:I haven't tested either of these. Honestly, I just wanted to try and code Barren Glory. I can't think of an easy way to test it.
After a very quick look they seem both OK to me.
An idea to test Barren Glory: change its casting cost to 0, make a test deck with 59 Barren Glory (I think you need at least 1 land so the game doesn't crash), mulligan down to 1, cast your Barren Glory and wait for the next turn. :D

nekrose wrote:So, I've been having some troubles in getting this Dread Slaver I got awhile back to work properly/show up in my game , and I can't seem to find a cause. I was able to get it to show up in game briefly ,but after tinkering with some mods I can't seem to get it to appear in game , even though in the deckbuilder tool it shows up just fine :/
The first line should be either
Code: Select all
<?xml version='1.0'? encoding='UTF-8'?>
or
Code: Select all
<?xml version='1.0'?>
yours is a mix of the two. I think that the XML structure is still correct (that's why Riiak's Deck Builder shows it), but maybe the game is stricter on the contents of the first line.
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Re: Formal Request Thread

Postby MC Brodie » 21 Aug 2013, 09:22

@drleg3nd - I don't think Strionic Resonator is possible for the same reason Experiment Kraj isn't possible.

@nekrose - It looks like your card has some DotP 2013 code in it (e.g., defining order in SUB_TYPE and "ZONE_IN_PLAY"). Is it suppose to be a 2013 or 2014 card?

Regardless, the bracket on the first line should be after the UTF-8 question mark and the 2nd question mark shouldn't be there. See example below:

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<?xml version='1.0' encoding='UTF-8'?>
edit - I wake up early, see a post I can somehwat answer and thefiremind is all over it. Just too slow...

Edit 2 - Don't know why I didn't think of that. I somewhat tested Barren Glory. It works when it should but I don't know if it triggers when it shouldn't.
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Song of the Day: 46 and 2 (cover)
MC Brodie
 
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