It is currently 10 Nov 2025, 23:09
   
Text Size

Formal Request Thread

Moderator: CCGHQ Admins

Re: Formal Request Thread

Postby gigelf » 24 Aug 2013, 22:03

thefiremind wrote:Are you using Shapesharer in your deck? In order for it to work, I made it give a "layer of themselves" to almost all cards, and this might be the cause of the problem. If you are using it, try to remove it from the deck and see if the problem persists. If you aren't using it, then I don't even know where to start for a fix.
I was using Shapesharer, but removing it had no visible effect on the problem.

Seeing as you didn't test with token copies, I took the opportunity to do some in-depth testing, to try and generate some data that help you pinpoint the error.

From what I could find out, token copies of Cryptoplasm would only retain with ability to copy creatures if the token copy was made from a Blank Cryptoplasm that hadn't copied another creature(unless that creature was a blank Cryptoplasm).

However, the same was not true of Dimir Doppelganger. It functioned properly in relation to Chronozoa. After the Dimir Doppelganger Chronozoa died, Two copies were generated that both had the capabilities to exile other creatures. So perhaps there is something to be gathered from there.
gigelf
 
Posts: 5
Joined: 23 Aug 2013, 02:45
Has thanked: 2 times
Been thanked: 0 time

Re: Formal Request Thread

Postby Rari » 24 Aug 2013, 23:08

I haven't seen any "Prevent the next" damage instant/sorcery spells (though I did see TFM's work on triggered effects) so I'm doubt this is even possible. But I was trying to get Healing Salve to work. Sharing what I have so far, hope someone will have a clever solution I haven't thought of. There are commented-out placeholders for the damage prevention.

Healing Salve | Open
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="RARI_HEALING_SALVE_220959" />
<CARDNAME text="HEALING_SALVE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="220959" />
<ARTID value="220959" />
<ARTIST name="Dan Frazier" />
<CASTING_COST cost="{W}" />
<TYPE metaname="Instant" />
<EXPANSION value="ME4" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli uno — Un giocatore bersaglio guadagna 3 punti vita; oppure previeni i prossimi 3 danni che verrebbero inflitti a una creatura o a un giocatore bersaglio in questo turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
<SFX text="CASTER_BUFF_PLAY" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="MODE_CONSULT_LIFE" index="1" />
<MODE tag="MODE_CONSULT_PREVENT" index="2" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_GAIN_3_LIFE" definition="0" compartment="0" mode="1" count="1" />
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_PREVENT_3_DAMAGE" definition="0" compartment="1" mode="2" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1">
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target_player ~= nil then
target_player:GainLife( 3 )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
<RESOLUTION_TIME_ACTION>
local target_creature = EffectDC():Get_Targets(1):Get_CardPtr(0)
local target_player = EffectDC():Get_Targets(1):Get_PlayerPtr(0)
if ( target_creature ~= nil ) then
<!--Prevent Damage to Creature-->( 1, target_creature )
elseif ( target_player ~= nil ) then
<!--Prevent Damage to Player-->( 3, target_player )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
<AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
Please help yourself to my collection of DoTP artwork. Pretty cards for everyone!
User avatar
Rari
 
Posts: 47
Joined: 14 Jul 2013, 05:59
Has thanked: 16 times
Been thanked: 4 times

Re: Formal Request Thread

Postby thefiremind » 25 Aug 2013, 00:01

Rari wrote:I haven't seen any "Prevent the next" damage instant/sorcery spells (though I did see TFM's work on triggered effects) so I'm doubt this is even possible. But I was trying to get Healing Salve to work. Sharing what I have so far, hope someone will have a clever solution I haven't thought of. There are commented-out placeholders for the damage prevention.
There's no built-in function to make that (actually there is one, but it's a leftover from the first DotP that worked only in that game). The best way to do it (until someone finds another one :lol:) is through a delayed trigger, as I tried to do here. What needs to be tested is if multiple triggers in a row are cumulative (in your example, if you play 2 Healing Salve in a row, you should prevent the next 6 damage), and if the AI understands what's going on (that can't be tested with Healing Salve, but for example, the AI shouldn't waste burn spells on an Ordruun Commando while you have enough white mana to save it).
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 722 times

Re: Formal Request Thread

Postby Rari » 25 Aug 2013, 01:55

I'm ... close maybe? Kind of out of my depth at this point!
Code: Select all
    <SFX text="CASTER_BUFF_PLAY" />
    <MODE_SELECT tag="MODE_CHOOSE_ONE">
      <MODE tag="MODE_CONSULT_LIFE" index="1" />
      <MODE tag="MODE_CONSULT_PREVENT" index="2" />
    </MODE_SELECT>
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_GAIN_3_LIFE" definition="0" compartment="0" mode="1" count="1" />
    <TARGET_DEFINITION id="0" mode="1">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION mode="1">
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then   
         target_player:GainLife( 3 )
    end
    </RESOLUTION_TIME_ACTION>
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_PREVENT_3_DAMAGE" definition="1" compartment="1" mode="2" count="1" />
    <TARGET_DEFINITION id="1" mode="2">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION mode="2">
    local target_player = EffectDC():Get_Targets(1):Get_PlayerPtr(0)
    local target_creature = EffectDC():Get_Targets(1):Get_PlayerPtr(0)
    local delayDC = EffectDC():Make_Chest(2)
    if ( target_player ~= nil ) then 
      delayDC:Set_PlayerPtr(0, target_player)
    elseif ( target_creature ~= nil ) then
      delayDC:Set_CardPtr(0, target_creature)
   end
    delayDC:Set_Int(1, 3)
    MTG():CreateDelayedTrigger(1, delayDC)
    </RESOLUTION_TIME_ACTION>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
    <CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
    <TRIGGER value="PLAYER_TAKES_DAMAGE" pre_trigger="1" damage_type="all">
    return TriggerPlayer() == EffectDC():Get_PlayerPtr(0) and EffectDC():Get_Int(1) &gt; 0
    </TRIGGER>
    <TRIGGER value="OBJECT_TAKES_DAMAGE" pre_trigger="1" damage_type="all">
    return TriggerObject() == EffectDC():Get_CardPtr(0) and EffectDC():Get_Int(1) &gt; 0
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local damage = Damage():GetAmount()
    local to_prevent = EffectDC():Get_Int(1)
    if to_prevent &gt;= damage then
       Damage():PreventAll()
       if ( target_player ~= nil ) then
          local delayDC = EffectDC():Make_Chest(2)
          delayDC:Set_PlayerPtr( 0, TriggerPlayer() )
          delayDC:Set_Int(1, to_prevent - damage)
          MTG():CreateDelayedTrigger(1, delayDC)
       elseif ( target_creature ~= nil ) then
          local delayDC = EffectDC():Make_Chest(2)
          delayDC:Set_CardPtr( 0, TriggerPlayer() )
          delayDC:Set_Int(1, to_prevent - damage)
          MTG():CreateDelayedTrigger(1, delayDC)
       end
    else
       Damage():PreventAmount(to_prevent)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
Please help yourself to my collection of DoTP artwork. Pretty cards for everyone!
User avatar
Rari
 
Posts: 47
Joined: 14 Jul 2013, 05:59
Has thanked: 16 times
Been thanked: 4 times

Re: Formal Request Thread

Postby gorem2k » 25 Aug 2013, 03:59

I got inspired and made Bandage... Mainly because I liked its cheesy philosophic flavor text. Maybe you can code Healing Salve around this. I've tested on creature and player.

EDIT: I think it need a check for "this turn". Yep, I don't remember if we can cancel a delayed trigger when the turn is over. I'm getting sleepy so I will try again tomorrow.
Attachments
BANDAGE.zip
(105 KiB) Downloaded 297 times
gorem2k
 
Posts: 464
Joined: 01 Apr 2013, 04:21
Has thanked: 48 times
Been thanked: 33 times

Re: Formal Request Thread

Postby thefiremind » 25 Aug 2013, 09:00

gorem2k wrote:EDIT: I think it need a check for "this turn". Yep, I don't remember if we can cancel a delayed trigger when the turn is over. I'm getting sleepy so I will try again tomorrow.
You only need to add simple_cleanup="EndOfTurn" as you can see in my example. :wink:
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 722 times

Re: Formal Request Thread

Postby Scion of Darkness » 25 Aug 2013, 17:39

Need some help with two headed sliver, can it be coded? Thanks
User avatar
Scion of Darkness
 
Posts: 235
Joined: 27 Aug 2012, 13:14
Has thanked: 17 times
Been thanked: 23 times

Re: Formal Request Thread

Postby thefiremind » 25 Aug 2013, 18:07

Scion of Darkness wrote:Need some help with two headed sliver, can it be coded? Thanks
Code: Select all
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_SLIVER )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </FILTER>
    <CONTINUOUS_ACTION layer="8" filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_BE_BLOCKED_EXCEPT_BY_TWO_OR_MORE_CREATURES, 1 )
    end
    </CONTINUOUS_ACTION>
Just hope that the AI cannot cheat on the restriction: it happens with some cards.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 722 times

Re: Formal Request Thread

Postby Parabolic » 25 Aug 2013, 18:13

mr friendly guy wrote:I am hoping for
Voltaic Construct
Metalworker
Staff of Domination
March of the Machines
I'm no coder, but I cobbled together a Staff of Domination today, taking pieces of code from various mods.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="STAFF_OF_DOMINATION_111050162" />
  <CARDNAME text="STAFF_OF_DOMINATION" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Staff of Domination]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bâton de domination]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Bastón de dominación]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stab des Beherrschens]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Bastone della Dominazione]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[威圧の杖]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Staff of Domination]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Staff of Domination]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cajado da Dominação]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="111050162" />
  <ARTID value="111050162" />
  <ARTIST name="Ben Thompson" />
  <CASTING_COST cost="{3}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="5DN" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}: Untap Staff of Domination.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1} : Dégagez le Bâton de domination.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}: Endereza el Bastón de dominación.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}: Enttappe den Stab des Beherrschens.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}: STAPpa il Bastone della Dominazione.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}:威圧の杖をアンタップする。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}: Untap Staff of Domination.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}: Untap Staff of Domination.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}: Desvira Cajado da Dominação.]]></LOCALISED_TEXT>
    <COST mana_cost="{1}" type="Mana" />
    <RESOLUTION_TIME_ACTION>
   local source = EffectSource()
        if source ~= nil then
      source:Untap()
   end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}, {T}: You gain 1 life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, {T}  : Vous gagnez 1 point de vie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, {T}: Ganas 1 vida.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, {T}: Du erhältst 1 Lebenspunkt dazu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, {T}: Guadagni 1 punto vita.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, {T}:あなたは1点のライフを得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, {T}: You gain 1 life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, {T}: You gain 1 life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, {T}: Você ganha 1 ponto de vida]]></LOCALISED_TEXT>
    <COST mana_cost="{2}" type="Mana" />
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    EffectController():GainLife( 1 )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}, {T}: Untap target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}, {T} : Dégagez la créature ciblée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}, {T}: Endereza la criatura objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}, {T}: Enttappe eine Kreatur deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}, {T}: STAPpa una creatura bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}, {T}:クリーチャー1体を対象とし、それをアンタップする。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}, {T}: Untap target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}, {T}: Untap target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}, {T}: Desvira a criatura alvo.]]></LOCALISED_TEXT>
    <COST mana_cost="{3}" type="Mana" />
    <COST type="TapSelf" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_UNTAP" 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 then
       target:Untap()
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
    <AI_AVAILABILITY window_step="begin_combat" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
    <AI_AVAILABILITY type="in_response" response_target="1" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{4}, {T}: Tap target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{4}, {T} : Engagez la créature ciblée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{4}, {T}: Gira la criatura objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{4}, {T}: Tappe eine Kreatur deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{4}, {T}: TAPpa una creatura bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{4}, {T}:クリーチャー1体を対象とし、それをタップする。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{4}, {T}: Tap target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{4}, {T}: Tap target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{4}, {T}: Vira a criatura alvo.]]></LOCALISED_TEXT>
    <COST mana_cost="{4}" type="Mana" />
    <COST type="TapSelf" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TAP" 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 then
       target:Tap()
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
    <AI_AVAILABILITY window_step="begin_combat" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
    <AI_AVAILABILITY type="in_response" response_target="1" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{5}, {T}: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{5}, {T} : Piochez une carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{5}, {T}: Roba una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{5}, {T}: Ziehe eine Karte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{5}, {T}: Pesca una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{5}, {T}:カードを1枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{5}, {T}: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{5}, {T}: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{5}, {T}: Compre um card.]]></LOCALISED_TEXT>
    <COST mana_cost="{5}" type="Mana" />
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(1)
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
</CARD_V2>
Parabolic
 
Posts: 74
Joined: 12 Jul 2013, 19:22
Has thanked: 10 times
Been thanked: 10 times

Re: Formal Request Thread

Postby Rari » 25 Aug 2013, 18:53

thanks to thefiremind and gorem2k, i seem to have a working copy of healing salve! i'll obviously want to do more testing with it, but it seems to be working just fine. i kept getting hung up on targetting with modes, but i'm slowly starting to get a hang of it.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="RARI_HEALING_SALVE_220959" />
  <CARDNAME text="HEALING_SALVE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Healing Salve]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="220959" />
  <ARTID value="220959" />
  <ARTIST name="Dan Frazier" />
  <CASTING_COST cost="{W}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="ME4" />
  <RARITY metaname="C" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli uno — Un giocatore bersaglio guadagna 3 punti vita; oppure previeni i prossimi 3 danni che verrebbero inflitti a una creatura o a un giocatore bersaglio in questo turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.]]></LOCALISED_TEXT>
    <SFX text="CASTER_BUFF_PLAY" />
    <MODE_SELECT tag="MODE_CHOOSE_ONE">
      <MODE tag="MODE_CONSULT_LIFE" index="1" />
      <MODE tag="MODE_CONSULT_PREVENT" index="2" />
    </MODE_SELECT>
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_GAIN_3_LIFE" definition="0" compartment="0" mode="1" count="1" />
    <TARGET_DEFINITION id="0" mode="1">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION mode="1">
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then   
         target_player:GainLife( 3 )
    end
    </RESOLUTION_TIME_ACTION>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_OR_PLAYER_TO_PREVENT_3" definition="1" compartment="1" mode="2" count="1" />
    <TARGET_DEFINITION id="1" mode="2">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION mode="2">
    local target_creature = EffectDC():Get_Targets(1):Get_CardPtr(0)
    local target_player = EffectDC():Get_Targets(1):Get_PlayerPtr(0)
    if target_creature ~= nil then
       local delayDC = EffectDC():Make_Chest(1)
       delayDC:Set_CardPtr(0, target_creature)
       MTG():CreateDelayedTrigger(0, delayDC)
    end
    if target_player ~= nil then
       local delayDC = EffectDC():Make_Chest(1)
       delayDC:Set_PlayerPtr(0, target_player)
       MTG():CreateDelayedTrigger(1, delayDC)
    end
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="0">
    <CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
    <TRIGGER value="OBJECT_TAKES_DAMAGE" pre_trigger="1" damage_type="all">
    return TriggerObject() == EffectDC():Get_CardPtr(0)
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local damage = Damage()
    if  damage ~= nil then
       damage:PreventAmount( 3 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
    <CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
    <TRIGGER value="PLAYER_TAKES_DAMAGE" pre_trigger="1" damage_type="all">
    return TriggerPlayer() == EffectDC():Get_PlayerPtr(0)
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local damage = Damage()
    if  damage ~= nil then
       damage:PreventAmount( 3 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
    <AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ALLIED_ONLY" />
  <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
Attachments
Healing Salve.zip
(160.37 KiB) Downloaded 359 times
Please help yourself to my collection of DoTP artwork. Pretty cards for everyone!
User avatar
Rari
 
Posts: 47
Joined: 14 Jul 2013, 05:59
Has thanked: 16 times
Been thanked: 4 times

Re: Formal Request Thread

Postby gorem2k » 25 Aug 2013, 19:56

Rari wrote:... i seem to have a working copy of healing salve!
Well done Rari! it worked for me, I only changed a few texts and moved both <AI_SIMPLIFIED_TARGETTING> to the <SPELL_ABILITY> block, and if I remember correctly, they can be omitted in Instant and Sorcery types. also you might want to resize the image to a standard 512x376 pixels compressed format. old card artworks are difficult to find in Hi-res.
gorem2k
 
Posts: 464
Joined: 01 Apr 2013, 04:21
Has thanked: 48 times
Been thanked: 33 times

Re: Formal Request Thread

Postby loookaz » 25 Aug 2013, 20:09

i have a request
can someone help me with
Woolly Thoctar?

i need it for my deck

cheers and thanks in advance

lucas
loookaz
 
Posts: 131
Joined: 01 Dec 2012, 10:56
Location: Warsaw, Poland
Has thanked: 22 times
Been thanked: 2 times

Re: Formal Request Thread

Postby Rari » 25 Aug 2013, 21:29

loookaz wrote:i have a request
can someone help me with
Woolly Thoctar?

i need it for my deck

cheers and thanks in advance

lucas
That's one that would be really simple to make with TFM's DotP2014 xml generator since it doesn't require any additional coding. A good place to start making your own cards.

mr friendly guy wrote:I am hoping for
Voltaic Construct
Metalworker
Staff of Domination
March of the Machines
Well, here's Metalworker you. That was a fun one to make. :D

Metalworker (TESTED, download w/ image below) | Open
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="RARI_METALWORKER_15246" />
<CARDNAME text="METALWORKER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Metalworker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Metalworker]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="15246" />
<ARTID value="15246" />
<ARTIST name="Hazeltine" />
<CASTING_COST cost="{3}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“At this rate I fully expect to be replaced by a clockwork golem by year’s end.”
—Barrin]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Artifact" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Construct" />
<EXPANSION value="CG" />
<RARITY metaname="R" />
<POWER value="1" />
<TOUGHNESS value="2" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Rivela un qualsiasi numero di carte artefatto dalla tua mano. Aggiungi {2} alla tua riserva di mana per ogni carta rivelata in questo modo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, effectController )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
local maxReveal = filter:Count()
effectController:SetItemCount( maxReveal )
for i = 0, (maxReveal-1) do
effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_ARTIFACT_TO_REVEAL" )
end
effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local beseechDC = EffectDC():Get_Targets(0)
local addMana = 0
if beseechDC ~= nil then
local number = beseechDC:Count()
for i = 0, (number-1) do
local card = beseechDC:Get_CardPtr(i)
card:GuidedReveal( card:GetZone(), ZONE_HAND )
addMana = addMana+1
end
end

if addMana ~= 0 then
RSN_Produce( "{2}", addMana )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" 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 window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY resource_id="2" >
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{2}" )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="3" forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
Attachments
Metalworker.zip
(122.91 KiB) Downloaded 393 times
Please help yourself to my collection of DoTP artwork. Pretty cards for everyone!
User avatar
Rari
 
Posts: 47
Joined: 14 Jul 2013, 05:59
Has thanked: 16 times
Been thanked: 4 times

Re: Formal Request Thread

Postby loookaz » 25 Aug 2013, 21:47

so now a more difficult one i assume.
is Vexing Shusher possible to make?

it's an amazing card against control decks
loookaz
 
Posts: 131
Joined: 01 Dec 2012, 10:56
Location: Warsaw, Poland
Has thanked: 22 times
Been thanked: 2 times

Re: Formal Request Thread

Postby gorem2k » 25 Aug 2013, 22:24

loookaz wrote:so now a more difficult one i assume.
is Vexing Shusher possible to make?

it's an amazing card against control decks
Vexing Shusher | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="VEXING_SHUSHER_444146016" />
  <CARDNAME text="VEXING_SHUSHER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vexing Shusher]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Museleur vexatoire]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Silenciador irritante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lästiger Flüsterer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Silenziatore Irritante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[難問の鎮め屋]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vexing Shusher]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Шикающий Зануда]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Silenciador Irritante]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="444146016" />
  <ARTID value="444146016" />
  <ARTIST name="Cyril Van Der Haegen" />
  <CASTING_COST cost="{R/G}{R/G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The stench of bloodcap mushrooms on the breath is enough to ward off even the most potent magics, especially when combined with a special chant: “Hushhh.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les champignons rouges donnent une haleine puante qui protège contre les sorts les plus puissants, surtout combinée à une incantation complexe : « Chuutt  »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El hedor de los hongos en el aliento es suficiente para repeler la magia más potente, especialmente al combinarlo con un cántico especial: “Shhh”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Mundgeruch nach Fliegenpilz wehrt bereits einen großen Teil der Magie ab, besonders in Verbindung mit einem langgezogenen „Psssssssst”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il tanfo di funghi velenosi del suo fiato è abbastanza per respingere anche le magie più potenti, specialmente se combinato con una formula speciale: “Shhh”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ブラッドキャップの息にただよう茸の臭いは、最も強力な呪文すら弾く結界になる。特にその効き目がある言葉は「シーッ」だ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The stench of bloodcap mushrooms on the breath is enough to ward off even the most potent magics, especially when combined with a special chant: “Hushhh.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Его зловонного дыхания, отдающего кровавыми поганками, достаточно, чтобы отвратить даже самое сильное колдовство, особенно если при этом он беспрестанно повторяет: «Ш-ш-ш»]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O fedor dos cogumelos chapéu-sangrento no hálito já é suficiente para evitar até as mais potentes mágicas, especialmente quando combinado a um canto especial: “Pssss”.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Goblin" />
  <SUB_TYPE metaname="Shaman" />
  <EXPANSION value="SHM" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vexing Shusher can’t be countered.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Museleur vexatoire ne peut pas être contrecarré.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Silenciador irritante no puede ser contrarrestado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Lästige Flüsterer kann nicht neutralisiert werden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Silenziatore Irritante non può essere neutralizzato.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[難問の鎮め屋は打ち消されない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vexing Shusher can’t be countered.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Шикающий Зануда не может быть отменен.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Silenciador Irritante não pode ser anulado.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="8">
    if EffectSource() ~= nil then
    local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{e}: Target spell can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{e} : Le sort ciblé ne peut pas être contrecarré par des sorts ou des capacités.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{e}: El hechizo objetivo no puede ser contrarrestado por hechizos o habilidades.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{e}: Ein Zauberspruch deiner Wahl kann nicht von Zaubersprüchen oder Fähigkeiten neutralisiert werden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{e}: Una magia bersaglio non può essere neutralizzata da magie o abilità.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{e}:呪文1つを対象とする。それは呪文や能力によって打ち消されない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{e}: Target spell can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{e}: целевое заклинание не может быть отменено заклинаниями или способностями.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{e}: A mágica alvo não pode ser anulada por mágicas nem habilidades.]]></LOCALISED_TEXT>
    <COST mana_cost="{R/G}" type="Mana" />
    <TARGET tag="CARD_QUERY_CHOOSE_A_SPELL_CANT_BE_COUNTERED" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetZone( ZONE_STACK )
    </TARGET_DEFINITION>
    <CONTINUOUS_ACTION layer="8">
    local spell = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if spell ~= nil then
       local characteristics = spell:GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (EffectDC():Get_Targets(0):Get_CardPtr(0) == nil)
    </DURATION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </ACTIVATED_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="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
CARD_QUERY_CHOOSE_A_SPELL_CANT_BE_COUNTERED will need to be localized.

EDIT: I'm not sure about duration, maybe it should return until spell is not in ZONE_STACK anymore... something like;
Code: Select all
return EffectDC():Get_Targets(0):Get_CardPtr(0):GetZone() == ZONE_STACK
Someone will probably know what to put here.

EDIT2: ok, this cleared up things a little more for me. it's hard to understand priority in DotP, the stack is not very clear. they should do a little window with tiny cards showing the stack order...

video
Attachments
VEXING_SHUSHER.zip
cropped art, (had watermark)
(113.91 KiB) Downloaded 359 times
Last edited by gorem2k on 25 Aug 2013, 23:37, edited 4 times in total.
gorem2k
 
Posts: 464
Joined: 01 Apr 2013, 04:21
Has thanked: 48 times
Been thanked: 33 times

PreviousNext

Return to 2014

Who is online

Users browsing this forum: Google [Bot] and 14 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 15 users online :: 1 registered, 0 hidden and 14 guests (based on users active over the past 10 minutes)
Most users ever online was 9824 on 10 Nov 2025, 04:33

Users browsing this forum: Google [Bot] and 14 guests

Login Form