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Formal Request Thread

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Re: Formal Request Thread

Postby jacque » 07 Sep 2013, 10:23

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Re: Formal Request Thread

Postby mr friendly guy » 07 Sep 2013, 11:35

thefiremind wrote:
mr friendly guy wrote:Is it possible to code Mirror Universe? I am thinking this might make a great combo with a necropotence deck.
The pain is the upkeep part... the game doesn't give you a time window during the upkeeps even if you have something you might want to do, so cards like this need a "dummy" upkeep trigger that lets you activate the ability in response.
.
Would it be easier to code and let it play during any phase of the player? I don't think it would make too much difference in game play aside from the possibility a player could use a sorcery to reduce their life, then use Mirror Universe to exchange life totals then.
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Re: Formal Request Thread

Postby gorem2k » 07 Sep 2013, 19:27

MC Brodie wrote:But, if I play a different multicolored creature it freezes while the spell is on the stack.
if stack is the problem, maybe you could add filter:Add(FE_ZONE, OP_IS, ZONE_BATTLEFIELD ) or filter:SetZone(ZONE_BATTLEFIELD, EffectController() ) so that only creatures in play will be processed for color count?

ps: if you use SetZone you can remove filter:Add( FE_CONTROLLER, OP_IS, EffectController() ) since it already has EffectController() in it
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Re: Formal Request Thread

Postby Rari » 07 Sep 2013, 22:16

need some help with this...
Tatsumasa, the Dragon’s Fang (NOT WORKING) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="RARI_TATSUMASA_THE_DRAGONS_FANG_75291" />
  <CARDNAME text="TATSUMASA_THE_DRAGONS_FANG" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tatsumasa, the Dragon’s Fang]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tatsumasa, le croc du dragon]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tatsumasa, el colmillo del dragón]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tatsumasa, der Drachenzahn]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tatsumasa, la Zanna del Drago]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[龍の牙、辰正]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tatsumasa, the Dragon’s Fang]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tatsumasa, the Dragon’s Fang]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tatsumasa, a Presa do Dragão]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="75291" />
  <ARTID value="RARI_75291" />
  <ARTIST name="Martina Pilcerova" />
  <CASTING_COST cost="{6}" />
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Artifact" />
  <SUB_TYPE metaname="Equipment" />
  <EXPANSION value="CHK" />
  <RARITY metaname="R" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equipped creature gets +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature équipée gagne +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura equipada obtiene +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die ausgerüstete Kreatur erhält +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura equipaggiata prende +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーは+5/+5の修整を受ける。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equipped creature gets +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Equipped creature gets +5/+5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura equipada recebe +5/+5.]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="7C">
      if EffectSource()~= nil then
       local parent = EffectSource():GetParent()
       if parent ~= nil then
         parent:GetCurrentCharacteristics():Power_Add( 6 )
         parent:GetCurrentCharacteristics():Toughness_Add( 6 )
       end
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{6}, Exile Tatsumasa, the Dragon’s Fang: Put a 5/5 blue Dragon Spirit creature token with flying onto the battlefield. Return Tatsumasa to the battlefield under its owner’s control when that token dies.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{6}, Retirez Tatsumasa, le croc du dragon de la partie : Mettez en jeu un jeton de créature 5/5 bleue Dragon et Esprit avec le vol. Renvoyez en jeu Tatsumasa, le croc du dragon sous le contrôle de son propriétaire quand ce jeton est mis dans un cimetière.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{6}, remover del juego a Tatsumasa, el colmillo del dragón: Pon en juego una ficha de criatura Espíritu Dragón azul 5/5 con la habilidad de volar. Cuando esa ficha vaya a un cementerio, regresa a Tatsumasa al juego bajo el control de su propietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{6}, entferne Tatsumasa, den Drachenzahn, ganz aus dem Spiel: Bringe einen 5/5 blauen Drachen-Geistspielstein mit Flugfähigkeit ins Spiel. Bringe Tatsumasa unter der Kontrolle seines Besitzers ins Spiel zurück, wenn dieser Spielstein auf einen Friedhof gelegt wird.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{6}, Esilia Tatsumasa, la Zanna del Drago: Metti sul campo di battaglia una pedina creatura Spirito Drago 5/5 blu con volare. Rimetti Tatsumasa, la Zanna del Drago sul campo di battaglia sotto il controllo del suo proprietario quando quella pedina muore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{6}, 龍の牙、辰正をゲームから取り除く:飛行を持つ青の5/5のドラゴン・スピリット・クリーチャー・トークンを1体場に出す。そのトークンがいずれかの墓地に置かれたとき、龍の牙、辰正をオーナーのコントロール下で場に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{6}, Exile Tatsumasa, the Dragon’s Fang: Put a 5/5 blue Dragon Spirit creature token with flying onto the battlefield. Return Tatsumasa to the battlefield under its owner’s control when that token dies.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{6}, Exile Tatsumasa, the Dragon’s Fang: Put a 5/5 blue Dragon Spirit creature token with flying onto the battlefield. Return Tatsumasa to the battlefield under its owner’s control when that token dies.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{6}, Remova de jogo Tatsumasa, a Presa do Dragão: Coloque em jogo uma ficha de criatura azul 5/5, com a habilidade de voar, do tipo Espírito Dragão. Devolva Tatsumasa para o jogo sob o controle de seu dono quando a ficha for colocada num cemitério.]]></LOCALISED_TEXT>
   <COST type="ExileSelf" />
   MTG():PutTokensOntoBattlefield( "TOKEN_DRAGON_SPIRIT_5_5_U_247058", 1, EffectController() )
   <!--need to define token at or before this point-->
   LinkedDC():Set_CardPtr(0, token)
   LinkedDC():Protect_CardPtr(0)
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY>
   <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
      local target = LinkedDC():Get_CardPtr( 0 )
      if target == TriggerObject() then
        return true
      else
        return false
      end
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
      if TriggerObject() ~= nil then
        EffectSource():PutOntoBattlefield()
      end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY> 
  <ACTIVATED_ABILITY>
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équipement {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equipar {3}.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausrüsten {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equipaggiare {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備 {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снарядить {3}]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equipar {3}]]></LOCALISED_TEXT>
   <COST mana_cost="{3}" type="Mana" />
   <AVAILABILITY sorcery_time="1" />
   <AI_AVAILABILITY type="restriction" restriction_type="equip" />
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
   local filter = ClearFilter()
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
   filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
   local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
   if (target_card ~= nil and EffectSource() ~= nil) then
     EffectSource():Attach( target_card )   
   end
   </RESOLUTION_TIME_ACTION>
   <AUTO_SKIP>
   local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
   if target ~= nil then
     return false
   else
     return true
   end
   </AUTO_SKIP>
  </ACTIVATED_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 07 Sep 2013, 23:10

Rari wrote:need some help with this...
You need to specify who gets to control what you PutOntoBattlefield, and to put the linked_ability_group="1" tag to all the abilities that read from LinkedDC. Anyway I think it would be better if you use a delayed trigger that makes the card return when the dragon spirit dies, rather than using LinkedDC.
Pointers to tokens can be saved when you create them, look at Ajani's Chosen. You'll have a chest that contains all the created tokens (they can be more if you control Doubling Season or Parallel Lives, you can't forget that if you want the card to work properly), all you need to do is to pass them to a delayed trigger, together with the EffectSource (you'll need to protect it before it gets exiled).

I'm skipping the activation mana cost, as you did (for testing I guess):
Tatsumasa, the Dragon’s Fang ability (untested) | Open
Code: Select all
  <ACTIVATED_ABILITY>
    -- Localised text and mana cost omitted
    <COST type="ExileSelf" />
    <PLAY_TIME_ACTION>
    EffectDC():Protect_CardPtr( COMPARTMENT_ID_EFFECT_SOURCE )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_DRAGON_SPIRIT_5_5_U_247058", 1, EffectController(), EffectDC():Make_Chest(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local tokenDC = EffectDC():Get_Chest(0)
    for i=0,tokenDC:Count()-1 do
       local delayDC = EffectDC():Make_Chest(i+1)
       delayDC:Set_CardPtr( 0, EffectSource() )
       delayDC:Set_CardPtr( 1, tokenDC:Get_CardPtr(i) )
       MTG():CreateDelayedTrigger(1, delayDC)
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY resource_id="1">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
    return TriggerObject() == EffectDC():Get_CardPtr(1)
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local source = EffectDC():Get_CardPtr(0)
    if source ~= nil then
       source:PutOntoBattlefield( source:GetOwner() )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
I was about to create 1 delayed trigger that checks for any one of the tokens for triggering, but I think this is easier to handle cleanup-wise.
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Re: Formal Request Thread

Postby loookaz » 08 Sep 2013, 08:35

hi, guys
i am making Primal Surge deck and Massacre Wurm would be perfect for it.

and for the other Birthing Pod deck i still need Shriekmaw.

can someone be so kind and help me?

the Massacre Wurm posted few pages back doesn't work for me at all, maybe because it is form 2013 Dotp?
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Re: Formal Request Thread

Postby thefiremind » 08 Sep 2013, 09:16

loookaz wrote:and for the other Birthing Pod deck i still need Shriekmaw.
Maybe one day I'll make an evoke deck: in DotP2014 it's much easier to handle than in the previous games. :D

There are some strings whose localised text should be defined: ALTERNATE_COST_EVOKE_1B, MORE_INFO_TITLE_EVOKE, MORE_INFO_BODY_EVOKE.
SHRIEKMAW_247305.zip
Unprefixed, tested, illustration included
(112.29 KiB) Downloaded 435 times

EDIT:
loookaz wrote:the Massacre Wurm posted few pages back doesn't work for me at all, maybe because it is form 2013 Dotp?
I'm sorry if it ends up being a dumb question, but... are you aware that what's posted back there is just the code for the abilities of Massacre Wurm, not the whole Massacre Wurm XML? :roll:
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Re: Formal Request Thread

Postby loookaz » 08 Sep 2013, 11:57

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="MASSACRE_WURM_214044" />
  <CARDNAME text="MASSACRE_WURM" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Massacre Wurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Guivre du massacre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sierpe de la masacre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Massakerwurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Wurm della Strage]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[虐殺のワーム]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Massacre Wurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вурм Побоища]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vorme do Massacre]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="214044" />
  <ARTID value="214044" />
  <ARTIST name="Jason Chan" />
  <CASTING_COST cost="{3}{B}{B}{B}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Wurm" />
  <EXPANSION value="MBS" />
  <RARITY metaname="M" />
  <POWER value="6" />
  <TOUGHNESS value="5" />
  </TRIGGERED_ABILITY>
          <TRIGGERED_ABILITY>
            <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Massacre Wurm enters the battlefield, creatures your opponents control get -2/-2 until end of turn.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Guivre du massacre arrive sur le champ de bataille, les créatures que vos adversaires contrôlent gagnent -2/-2 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Sierpe de la masacre entre al campo de batalla, las criaturas que controlan tus oponentes obtienen -2/-2 hasta el final del turno.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Massakerwurm ins Spiel kommt, erhalten alle Kreaturen, die deine Gegner kontrollieren, -2/-2 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Wurm della Strage entra nel campo di battaglia, le creature controllate dai tuoi avversari prendono -2/-2 fino alla fine del turno.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[虐殺のワームが戦場に出たとき、あなたの対戦相手がコントロールするクリーチャーはターン終了時まで-2/-2の修整を受ける。]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[학살자 웜이 전장에 들어올 때, 상대가 조종하는 생물들은 턴종료까지 -2/-2를 받는다.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Вурм Побоища выходит на поле битвы, существа под контролем ваших оппонентов получают -2/-2 до конца хода.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Vorme do Massacre entra no campo de batalha, as criaturas que seus oponentes controlam recebem -2/-2 até o final do turno.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[当屠戮亚龙进战场时,由对手操控的生物得-2/-2直到回合结束。]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[當屠戮亞龍進戰場時,由對手操控的生物得-2/-2直到回合結束。]]></LOCALISED_TEXT>
            <SFX text="GLOBAL_MASSACRE_PLAY" />
            <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
            <FILTER filter_id="0">
            local filter = ClearFilter()
            filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
            filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
            </FILTER>
            <CONTINUOUS_ACTION layer="7C" filter_id="0">
            if FilteredCard() ~= nil then
               local characteristics = FilteredCard():GetCurrentCharacteristics()
               characteristics:Power_Add( -2 )
               characteristics:Toughness_Add( -2 )
            end
            </CONTINUOUS_ACTION>
            <DURATION simple_duration="UntilEOT" />
          </TRIGGERED_ABILITY>
          <TRIGGERED_ABILITY>
            <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature an opponent controls dies, that player loses 2 life.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature qu’un adversaire contrôle meurt, ce joueur perd 2 points de vie.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una criatura que controle un oponente muera, ese jugador pierde 2 vidas.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur stirbt, die ein Gegner kontrolliert, verliert dieser Spieler 2 Lebenspunkte.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura controllata da un avversario muore, quel giocatore perde 2 punti vita.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がコントロールするクリーチャーが1体死亡するたび、そのプレイヤーは2点のライフを失う。]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[상대가 조종하는 생물이 죽을 때마다, 그 플레이어는 생명 2점을 잃는다.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда существо под контролем оппонента умирает, тот игрок теряет 2 жизни.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma criatura que um oponente controla morre, aquele jogador perde 2 pontos de vida.]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当由对手操控的一个生物从战场进入坟墓场时,该牌手失去2点生命。]]></LOCALISED_TEXT>
            <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當由對手操控的一個生物從戰場進入墳墓場時,該玩家失去2點生命。]]></LOCALISED_TEXT>
            <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
            return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) and TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
            </TRIGGER>
            <RESOLUTION_TIME_ACTION>
            local player = TriggerObjectLKI():GetPlayer()
            if player ~= nil then   
               player:LoseLife(2)
            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>
i must have made a mistake while merging the file
can someone check it?
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Re: Formal Request Thread

Postby thefiremind » 08 Sep 2013, 12:02

loookaz wrote:i must have made a mistake while merging the file
can someone check it?
You have a closed </TRIGGERED_ABILITY> after the toughness that has never been opened. Riiak's Deck Builder could have told you that, too.
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Re: Formal Request Thread

Postby loookaz » 08 Sep 2013, 12:15

so how should it look like?
i have no experience in coding, i do everything by trial and error
i am afraid that even such a simple task as properly pasting an ability is beyond my capabilities...
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Re: Formal Request Thread

Postby thefiremind » 08 Sep 2013, 12:24

I should look like you pasted it, except without that </TRIGGERED_ABILITY> after the toughness.

The small XML template I made here might help you.
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Re: Formal Request Thread

Postby sumomole » 08 Sep 2013, 13:02

BADGE_FLASH doesn't seem to exist, can we create it and use it as the badge of a new ability?
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Re: Formal Request Thread

Postby Rari » 09 Sep 2013, 22:09

I was thinking about creating an EDH-style commander card. For the purposes of this, the exile zone will be used as the Commander zone. The spoiler below contains what I have so far (both working and not-working) as well as the bits I would like some help with.

The Commander would need to:
  • (Working) Set the controller's life total to 40
  • (Working) Exile itself from the library or opening hand (and draw a card to replace itself if it was in hand.)
  • Castable from exile. This cost should increase by {2} every time this ability is activated. (Not sure how to increment the cost.)
  • Give the player the option to move the Commander to the exile zone any time it would be put in a graveyard. (Not sure how to make this optional.)
  • Keep track of damage done to each opponent - if this damage is greater than 20 damage, that player loses.


Commander rules | Open
Code: Select all
 <!--Gives controller of the Commander 40 life.-->
   <TRIGGERED_ABILITY active_zone="ZONE_ANY">
    <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
      if EffectController() ~= nil then
       EffectController():SetLifeTotal( 40 )
      end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP always="1" />
  </TRIGGERED_ABILITY>
 
<!--Moves the commander from library into the exile zone at the beginning of the game-->
   <TRIGGERED_ABILITY active_zone="ZONE_LIBRARY">
    <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
   EffectDC():Set_Int( 0, 0 )  <!-- Position 0 holds the additional cost to return the commander from the commander zone (exile)-->
   EffectDC():Set_Int( 1, 0 )   <!-- Position 1 holds the amount of damage the commander has dealt to the opponent-->
   </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():Exile()
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP always="1" />
  </TRIGGERED_ABILITY>

<!--Moves the commander from hand into the exile zone at the beginning of the game and draws a card to replace it-->
   <TRIGGERED_ABILITY active_zone="ZONE_HAND">
    <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
   EffectDC():Set_Int( 0, 0 )  <!-- Position 0 holds the additional cost to return the commander from the commander zone (exile)-->
   EffectDC():Set_Int( 1, 0 )   <!-- Position 1 holds the amount of damage the commander has dealt to the opponent-->
   </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():Exile()
       EffectController():DrawCards(1)
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP always="1" />
  </TRIGGERED_ABILITY>
 
<!-- Not working properly: Player should be given a choice-->
<!--Gives player the option to move the commander into the exile zone any time it would be put into the graveyard.-->
  <TRIGGERED_ABILITY>   
  <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" pre_trigger="1">
      MTG():OverrideEvent()
      EffectDC():Set_PlayerPtr( 0, EffectSource():GetOwner() )
      EffectSource():GuidedReveal( EffectSource():GetZone(), ZONE_EXILE )
     EffectSource():Exile()
      return true
    </TRIGGER>
  </TRIGGERED_ABILITY> 
 
<!-- Not working properly: Cost should increase by 2 each time activated-->
<!--Allows the player to pay to return their commander from the commander (exile) zone-->
  <UTILITY_ABILITY qualifier="Normal_Cast" active_zone="ZONE_EXILE">
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may cast your Commander from exile.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez lancer le Commander depuis l’exil.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes lanzar al Commander neblinosa desde el exilio.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst den Commander aus dem Exil wirken.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi lanciare il Commander dall’esilio.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[You may cast your Commander from exile.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You may cast your Commander from exile.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ou may cast your Commander from exile.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Você pode conjurar Grifo do Commander do exílio.]]></LOCALISED_TEXT>
  </UTILITY_ABILITY>

<!-- Not working properly: Triggers animation happens but player does not lose-->
<!--Player wins if their Commander deals 21 damage to their opponent.-->
  <TRIGGERED_ABILITY>
  <TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
   <COUNTER_REGISTRATION name="Test" />
   <RESOLUTION_TIME_ACTION>
   local trigger_damage = Damage():GetAmount()
   local total_damage_done = trigger_damage + EffectDC():Get_Int(SecondaryPlayer())
   if total_damage_done &gt; 20 then
    SecondaryPlayer():LoseGame()
   else
     EffectDC():Set_Int( SecondaryPlayer(), total_damage_done )
     EffectSource():AddCounters( MTG():GetCountersType("Test"), trigger_damage)
   end
   </RESOLUTION_TIME_ACTION>         
  </TRIGGERED_ABILITY> 
 
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Re: Formal Request Thread

Postby drleg3nd » 11 Sep 2013, 00:03

can someone help me out with this card,Omenspeaker
| Open
Code: Select all
<TRIGGERED_ABILITY replacement_query="1" active_zone="ZONECHANGE_END ">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Omenspeaker enters the battlefield, scry2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez faire que le Mimique progéniteur arrive sur le champ de bataille comme une copie de n’importe quelle créature sur le champ de bataille, excepté qu’il acquiert « Au début de votre entretien, si cette créature n’est pas un jeton, mettez sur le champ de bataille un jeton qui est une copie de cette créature. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes hacer que el Mímico progenitor entre al campo de batalla como una copia de cualquier criatura en el campo de batalla, excepto que gana “Al comienzo de tu mantenimiento, si esta criatura no es una ficha, pon en el campo de batalla una ficha que es una copia de esta criatura”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst den Nachahmer der Ahnen als eine Kopie einer beliebigen Kreatur im Spiel ins Spiel kommen lassen, außer dass er „Bringe zu Beginn deines Versorgungssegments und falls diese Kreatur kein Spielstein ist, einen Spielstein ins Spiel, der eine Kopie dieser Kreatur ist” hat.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi far entrare il Mimic Progenitore nel campo di battaglia come una copia di una qualsiasi creatura sul campo di battaglia, tranne che ha “All’inizio del tuo mantenimento, se questa creatura non è una pedina, metti sul campo di battaglia una pedina che è una copia di questa creatura”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたは前駆ミミックを、これが「あなたのアップキープの開始時に、このクリーチャーがトークンでない場合、このクリーチャーのコピーであるトークン1体を戦場に出す。」を得ることを除き、戦場に出ているいずれかのクリーチャーのコピーとして戦場に出してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신은 태초의 흉내꾼이 전장에 있는 생물의 복사본으로 전장에 들어오게 할 수 있다. 그렇게 한다면, 태초의 흉내꾼은 “당신의 유지단 시작에, 이 생물이 토큰이 아니라면, 이 생물의 복사본 토큰 한 개를 전장에 놓는다.”라는 능력을 가진다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете заставить Подражателя Прародителя выйти на поле битвы в качестве копии любого существа, находящегося на поле битвы, но при этом он получает способность «В начале вашего шага поддержки, если это существо не является фишкой, положите на поле битвы фишку, являющуюся копией этого существа».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Você pode fazer com que Progenitor Mimic entre no Campo de Batalha como uma cópia de uma criatura que esteja no Campo de Batalha exceto que ele tem “No início de sua Etapa de Manutenção, se esta criatura não for uma ficha, coloque no Campo de Batalha uma ficha que é uma cópia desta criatura.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[你可以使先祖拟妖当成战场上任一生物的复制品来进入战场,且它额外获得「在你的维持开始时,若此生物不是衍生物,则将一个衍生物放进战场,此衍生物为此生物的复制品。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[你可以使先祖擬妖當成戰場上任一生物的複製品來進入戰場,且它額外獲得「在你的維持開始時,若此生物不是衍生物,則將一個衍生物放進戰場,此衍生物為此生物的複製品。」]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END " simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:SetZone( ZONE_LIBRARY, effectController )
    filter:SetPortion( 2 )
    effectController:SetItemCount( 2 )
    effectController:SetItemPrompt(0, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
    effectController:SetItemPrompt(1, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
    effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local rem_count = 2
    local cardsInLibrary = EffectController():Library_Count()
    if rem_count &gt; cardsInLibrary then
      rem_count = cardsInLibrary
    end
    local target_array = {}
    for i=0,1 do
      target_array[i] = EffectDC():Get_Targets(0):Get_CardPtr(i)
    end
    for i = 0,1 do
      if target_array[i] ~= nil then
         target_array[i]:PutOnBottomOfLibrary()
         rem_count = rem_count-1
       end
    end
    EffectDC():Set_Int(2, rem_count)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    local remainingCount = EffectDC():Get_Int(2)
    if remainingCount &gt; 0 then
      filter:SetZone( ZONE_LIBRARY, effectController )
      filter:SetPortion( remainingCount )
      effectController:SetItemCount( remainingCount )
       for i = 0, (remainingCount-1) do
          effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_LIBRARY" )
       end
       effectController:ChooseItems( EffectDC():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local remainingCount = EffectDC():Get_Int(2)
    if remainingCount &gt; 0 then
      local target_array = {}
       for i = 0, (remainingCount-1) do
        target_array[i] = EffectDC():Get_Targets(1):Get_CardPtr(i)
      end
       for i = 0, (remainingCount-1) do
        if target_array[i] ~= nil then
           target_array[i]:PutOnTopOfLibrary()
         end
       end
    end
  </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby gorem2k » 11 Sep 2013, 01:02

drleg3nd wrote:can someone help me out with this card,Omenspeaker
| Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Omenspeaker enters the battlefield, scry2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez faire que le Mimique progéniteur arrive sur le champ de bataille comme une copie de n’importe quelle créature sur le champ de bataille, excepté qu’il acquiert « Au début de votre entretien, si cette créature n’est pas un jeton, mettez sur le champ de bataille un jeton qui est une copie de cette créature. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes hacer que el Mímico progenitor entre al campo de batalla como una copia de cualquier criatura en el campo de batalla, excepto que gana “Al comienzo de tu mantenimiento, si esta criatura no es una ficha, pon en el campo de batalla una ficha que es una copia de esta criatura”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst den Nachahmer der Ahnen als eine Kopie einer beliebigen Kreatur im Spiel ins Spiel kommen lassen, außer dass er „Bringe zu Beginn deines Versorgungssegments und falls diese Kreatur kein Spielstein ist, einen Spielstein ins Spiel, der eine Kopie dieser Kreatur ist” hat.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi far entrare il Mimic Progenitore nel campo di battaglia come una copia di una qualsiasi creatura sul campo di battaglia, tranne che ha “All’inizio del tuo mantenimento, se questa creatura non è una pedina, metti sul campo di battaglia una pedina che è una copia di questa creatura”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたは前駆ミミックを、これが「あなたのアップキープの開始時に、このクリーチャーがトークンでない場合、このクリーチャーのコピーであるトークン1体を戦場に出す。」を得ることを除き、戦場に出ているいずれかのクリーチャーのコピーとして戦場に出してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신은 태초의 흉내꾼이 전장에 있는 생물의 복사본으로 전장에 들어오게 할 수 있다. 그렇게 한다면, 태초의 흉내꾼은 “당신의 유지단 시작에, 이 생물이 토큰이 아니라면, 이 생물의 복사본 토큰 한 개를 전장에 놓는다.”라는 능력을 가진다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете заставить Подражателя Прародителя выйти на поле битвы в качестве копии любого существа, находящегося на поле битвы, но при этом он получает способность «В начале вашего шага поддержки, если это существо не является фишкой, положите на поле битвы фишку, являющуюся копией этого существа».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Você pode fazer com que Progenitor Mimic entre no Campo de Batalha como uma cópia de uma criatura que esteja no Campo de Batalha exceto que ele tem “No início de sua Etapa de Manutenção, se esta criatura não for uma ficha, coloque no Campo de Batalha uma ficha que é uma cópia desta criatura.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[你可以使先祖拟妖当成战场上任一生物的复制品来进入战场,且它额外获得「在你的维持开始时,若此生物不是衍生物,则将一个衍生物放进战场,此衍生物为此生物的复制品。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[你可以使先祖擬妖當成戰場上任一生物的複製品來進入戰場,且它額外獲得「在你的維持開始時,若此生物不是衍生物,則將一個衍生物放進戰場,此衍生物為此生物的複製品。」]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:SetZone( ZONE_LIBRARY, effectController )
    filter:SetPortion( 2 )
    effectController:SetItemCount( 2 )
    effectController:SetItemPrompt(0, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
    effectController:SetItemPrompt(1, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
    effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local rem_count = 2
    local cardsInLibrary = EffectController():Library_Count()
    if rem_count &gt; cardsInLibrary then
      rem_count = cardsInLibrary
    end
    local target_array = {}
    for i=0,1 do
      target_array[i] = EffectDC():Get_Targets(0):Get_CardPtr(i)
    end
    for i = 0,1 do
      if target_array[i] ~= nil then
         target_array[i]:PutOnBottomOfLibrary()
         rem_count = rem_count-1
       end
    end
    EffectDC():Set_Int(2, rem_count)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    local remainingCount = EffectDC():Get_Int(2)
    if remainingCount &gt; 0 then
      filter:SetZone( ZONE_LIBRARY, effectController )
      filter:SetPortion( remainingCount )
      effectController:SetItemCount( remainingCount )
       for i = 0, (remainingCount-1) do
          effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_LIBRARY" )
       end
       effectController:ChooseItems( EffectDC():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local remainingCount = EffectDC():Get_Int(2)
    if remainingCount &gt; 0 then
      local target_array = {}
       for i = 0, (remainingCount-1) do
         target_array[i] = EffectDC():Get_Targets(1):Get_CardPtr(i)
       end
       for i = 0, (remainingCount-1) do
         if target_array[i] ~= nil then
           target_array[i]:PutOnTopOfLibrary()
         end
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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