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Formal Request Thread

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Re: Formal Request Thread

Postby daniel473 » 15 Sep 2013, 10:28

Hellcarver Demon!!!
| Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="HELLCARVER_DEMON_627200" />
   <CARDNAME text="HELLCARVER_DEMON" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hellcarver Demon]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Démon sculptenfer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Demonio tallador infernal]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Höllenformender Dämon]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Demone Tagliainferno]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[地獄彫りの悪魔]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[지옥조각가 악마]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Демон, Реставратор Ада]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Demônio Escultor do Inferno]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[狱雕恶魔]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[獄雕惡魔]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="627200" />
   <ARTID value="627200" />
   <ARTIST name="Greg Staples" />
   <CASTING_COST cost="{3}{B}{B}{B}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Demon" />
   <EXPANSION value="DPI" />
   <RARITY metaname="M" />
   <POWER value="6" />
   <TOUGHNESS value="6" />
   <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>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[飞行]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[飛行]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Hellcarver Demon deals combat damage to a player, sacrifice all other permanents you control and discard your hand. Exile the top six cards of your library. You may cast any number of nonland cards exiled this way without paying their mana costs.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Démon sculptenfer inflige des blessures de combat à un joueur, sacrifiez tous les autres permanents que vous contrôlez et défaussez-vous de votre main. Exilez les six cartes du dessus de votre bibliothèque. Vous pouvez lancer n’importe quel nombre de cartes non-terrain exilées de cette manière sans payer leurs coûts de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Demonio tallador infernal haga daño de combate a un jugador, sacrifica todos los otros permanentes que controlas y descarta tu mano. Exilia las primeras seis cartas de tu biblioteca. Puedes lanzar cualquier cantidad de cartas que no sean tierra exiliadas de esta manera sin pagar sus costes de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Höllenformende Dämon einem Spieler Kampfschaden zufügt, opfere alle anderen bleibenden Karten, die du kontrollierst, und wirf alle Karten aus deiner Hand ab. Schicke die obersten sechs Karten deiner Bibliothek ins Exil. Du kannst eine beliebige Anzahl der Karten, die auf diese Weise ins Exil geschickt wurden und die kein Land sind, wirken, ohne ihre Manakosten zu bezahlen.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Demone Tagliainferno infligge danno da combattimento a un giocatore, sacrifica tutti gli altri permanenti che controlli e scarta la tua mano. Esilia le prime sei carte del tuo grimorio. Puoi lanciare un qualsiasi numero di carte non terra esiliate in questo modo senza pagare i loro costi di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[地獄彫りの悪魔がいずれかのプレイヤーに戦闘ダメージを与えるたび、あなたがコントロールする他の全てのパーマネントを生け贄に捧げ、あなたの手札を捨てる。 あなたのライブラリーの一番上から6枚のカードを追放する。 あなたはこれにより追放された土地でないカードを、望む枚数それらのマナ・コストを支払うことなく唱えてもよい。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[지옥을 조각하는 악마가 플레이어에게 전투피해를 입힐 때마다, 당신이 조종하는 다른 모든 지속물을 희생하고 당신의 손을 버린다. 당신의 서고 맨 위의 카드 여섯 장을 추방한다. 당신은 이렇게 추방된 카드 중 대지가 아닌 모든 카드를 마나비용의 지불 없이 발동할 수 있다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Демон, Реставратор Ада наносит боевые повреждения игроку, пожертвуйте все другие перманенты под вашим контролем и сбросьте вашу руку. Изгоните шесть верхних карт вашей библиотеки. Вы можете разыграть любое количество не являющихся землями карт, изгнанных таким образом, без уплаты их мана-стоимости.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Demônio Escultor do Inferno causar dano de combate a um jogador, sacrifique todas as outras permanentes que você controla e descarte a sua mão. Exile os seis primeiros cards do topo de seu grimório. Você pode conjurar um número qualquer de cards que não sejam terrenos exilados dessa maneira sem pagar seus custos de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当狱雕恶魔对牌手造成战斗伤害时,牺牲所有由你操控的其他永久物并弃掉你的手牌。放逐你牌库顶的六张牌。你可以施放任意数量以此法放逐的非地牌,且不需支付其法术力费用。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當獄雕惡魔對玩家造成戰鬥傷害時,犧牲所有由你操控的其他永久物並棄掉你的手牌。放逐你牌庫頂的六張牌。你可以施放任意數量以此法放逐的非地牌,且不需支付其法術力費用。]]></LOCALISED_TEXT>
      <SFX text="GLOBAL_DISASTER_PLAY" />
      <TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
      <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_IS_PERMANENT, true )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
      <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard()~= nil then
       EffectController():Sacrifice( FilteredCard() )
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    EffectController():DiscardHand()
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local queryDC = EffectDC():Make_Chest(1)
    local player = EffectController()
    for i=0,(6-1) do
       local card = player:Library_GetTop()
       if card ~= nil then
          card:GuidedReveal( card:GetZone() , ZONE_EXILE )
         card:Exile()
          queryDC:Set_CardPtr(i, card)
       else
          break
       end
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local answerDC = EffectDC():Make_Targets(0)
    local queryDC = EffectDC():Get_Chest(1)
    local number = queryDC:Count()
    local player = EffectController()
    for i=0,(number-1) do
       local card = queryDC:Get_CardPtr(i)
       if (card:GetCardType():Test(CARD_TYPE_LAND) or player:CanCastSpellForFree(card) == false) then
          queryDC:QueryUnselect_CardPtr(i)
       end
    end
    player:SetItemCount(number)
    for j = 0, (number-1) do
       player:SetItemPrompt(j, "CARD_QUERY_CHOOSE_A_CARD_TO_CAST_FOR_FREE" )
    end
    player:ChooseItemsFromDC( queryDC, answerDC, QUERY_FLAG_UP_TO )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
     local targetDC = EffectDC():Get_Targets(0)
    if targetDC ~= nil then
       local numTargets = targetDC:Count()
       for i = 0,(numTargets-1) do
          local target_card = targetDC:Get_CardPtr(i)
          if target_card ~= nil  then
            EffectController():CastSpellForFree(target_card)
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
   <SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
What combo are you making with this card :o
please of please Deathrender
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Re: Formal Request Thread

Postby lordmox21 » 16 Sep 2013, 00:00

I want to request some cards:
Mind Twist.
Meditate.
Helm of Awakening.
Glimmervoid.
Time Spiral.
Stroke of Genius.
Gemstone Mine.
Please, I have no idea how to code. If anyone has already code them, please share a download link :D
Thanks.
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Re: Formal Request Thread

Postby jacque » 16 Sep 2013, 06:12

Urm, how do you code Fumiko the Lowblood second ability - Creatures your opponents control attack each turn if able? Thankssss =)
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Re: Formal Request Thread

Postby Rari » 16 Sep 2013, 09:20

jacque wrote:Urm, how do you code Fumiko the Lowblood second ability - Creatures your opponents control attack each turn if able? Thankssss =)
Code: Select all
   <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="8" filter_id="0">
    if FilteredCard() ~= nil then
      local characteristics = FilteredCard():GetCurrentCharacteristics()
      characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK_EACH_TURN, 1 )
    end
    </CONTINUOUS_ACTION>
Please help yourself to my collection of DoTP artwork. Pretty cards for everyone!
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Re: Formal Request Thread

Postby jacque » 16 Sep 2013, 11:21

Rari wrote:.
Thanks!!! =)
Learn making your own cards today!!!

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Re: Formal Request Thread

Postby daniel473 » 16 Sep 2013, 15:03

@lordmox21

Mind Twist
| Open
Image
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="2">
  <FILENAME text="MIND_TWIST_1237895" />
  <CARDNAME text="MIND_TWIST" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Mind Twist]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="1237895" />
  <ARTID value="1237895" />
  <ARTIST name="Julie Baroh" />
  <CASTING_COST cost="{X}{B}" />
  <TYPE metaname="Sorcery" />
  <EXPANSION value="DPG" />
  <RARITY metaname="M" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Opponent must discard X cards at random from hand. If opponent does not have enough cards, the entire hand is discarded.]]></LOCALISED_TEXT>
    <SFX text="TARGET_PESTS_PLAY" />
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if player ~= nil then
       for i=0,(GetEffectX()-1) do
         player:DiscardRandomCard()
      end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </SPELL_ABILITY>
  <AI_BASE_SCORE score="900" zone="ZONE_HAND" />
</CARD_V2>
I would do the other colours, but black is the only colour of interest for me :) (And not because i am lazy XD)
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Re: Formal Request Thread

Postby jacque » 16 Sep 2013, 16:51

Anyone can help me with Demonic Horde's triggered ability? - ... and sacrifice a land of an opponent's choice. I got no other cards to get a clue from... Thanks!
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Re: Formal Request Thread

Postby thefiremind » 16 Sep 2013, 18:05

jacque wrote:Anyone can help me with Demonic Horde's triggered ability? - ... and sacrifice a land of an opponent's choice. I got no other cards to get a clue from... Thanks!
It's not as hard as it may seem... you choose an opponent, then that opponent chooses a land of yours, and you sacrifice it.
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_OPPONENT", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local opponent = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if opponent ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
       filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
       opponent:ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE", EffectDC():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local land = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
    if land ~= nil then
       EffectController():Sacrifice(land)
    end
    </RESOLUTION_TIME_ACTION>
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Re: Formal Request Thread

Postby jacque » 16 Sep 2013, 18:54

thefiremind wrote:It's not as hard as it may seem... you choose an opponent, then that opponent chooses a land of yours, and you sacrifice it.
How you make everything look so easy for you >.< I got a question though, is it possible to have a <RESOLUTION_TIME_ACTION> under another <RESOLUTION_TIME_ACTION>? *Something like nested-loop*... I am not sure now how to stitch what you gave me to the Triggered Ability (the upkeep block)... =( Can you please advise? Thanks again!!!
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Re: Formal Request Thread

Postby thefiremind » 16 Sep 2013, 21:58

jacque wrote:is it possible to have a <RESOLUTION_TIME_ACTION> under another <RESOLUTION_TIME_ACTION>? *Something like nested-loop*...
No... what would you need that for?
jacque wrote:I am not sure now how to stitch what you gave me to the Triggered Ability (the upkeep block)... =( Can you please advise? Thanks again!!!
Well, your question only included "and sacrifice a land of an opponent's choice", so I wrote code for that. I didn't even look at what Demonic Hordes really does. :P You could have asked for the whole triggered ability in the first place...
Demonic Hordes triggered ability (untested) | Open
Code: Select all
  <TRIGGERED_ABILITY>
    -- Localised text omitted
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil and controller:CanPayManaCost("{B}{B}{B}") then
       controller:BeginNewMultipleChoice()
       controller:AddMultipleChoiceAnswer( "UI_CONDITIONAL_QUESTION_YES", controller:CanPayManaCost("{B}{B}{B}") )
       controller:AddMultipleChoiceAnswer("UI_CONDITIONAL_QUESTION_NO")
       controller:AskMultipleChoiceQuestion( "CARD_QUERY_PAY_BBB", Object() )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller:CanPayManaCost("{B}{B}{B}") and controller:GetMultipleChoiceResult() == 0 then
       controller:PayManaCost("{B}{B}{B}")
    else
       if EffectSource() ~= nil then
          EffectSource():Tap()
       end
       local filter = ClearFilter()
       filter:SetFilterType( FILTER_TYPE_PLAYERS )
       filter:Add( FE_TEAM, OP_NOT, controller:GetTeam() )
       controller:ChooseItem( "CARD_QUERY_CHOOSE_OPPONENT", EffectDC():Make_Targets(0) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local opponent = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if opponent ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
       filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
       opponent:ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE", EffectDC():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local land = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
    if land ~= nil then
       EffectController():Sacrifice(land)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby jacque » 17 Sep 2013, 01:01

thefiremind wrote:...
Hehehe, I was trying to be a smarty pants myself xD As I looked at what you did, the "stitching" effort that I did was on the right track... *still learning* Thanks so much (again) =)

I tried working on Icequake based on Thermokarst by Kev... Does this make any sense? Started doubting at the "Snow Land" part:

Icequake triggered ability (untested) | Open
Code: Select all
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distruggi una terra bersaglio. Se quella terra era una terra neve, il Sisma dei Ghiacci infligge 1 danno al controllore di quella terra.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land’s controller.]]></LOCALISED_TEXT>
    <SFX text="TARGET_BLUNT_PLAY" />
    <TARGET tag="CARD_QUERY_CHOOSE_LAND_TO_DESTROY" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then   
        if target:GetSuperType():Test( SUPERTYPE_SNOW ) then
              local player = EffectDC():Get_PlayerPtr(1)
                if player ~= nil then   
                     EffectSourceLKI():DealDamageTo( 1, player )
                end
          target:Destroy()
       else
          target:Destroy()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </SPELL_ABILITY>
  <AI_CUSTOM_SCORE zone="ZONE_ANYWHERE">
  local filter = ClearFilter()
  filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
  filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
  local opLandCount = filter:Count()
  if opLandCount &gt;0 then
     EffectSource():AddScore(-1500)
  end
  </AI_CUSTOM_SCORE>
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Re: Formal Request Thread

Postby MC Brodie » 17 Sep 2013, 01:55

jacque wrote:I tried working on Icequake based on Thermokarst by Kev... Does this make any sense? Started doubting at the "Snow Land" part:
It's close though you never declared what is in EffectDC():Get_PlayerPtr(1). With that code player will always return nil. In this case you shouldn't need to save the player in a data chest. Just using this should work:
Code: Select all
local player = target:GetPlayer()
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
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Re: Formal Request Thread

Postby jacque » 17 Sep 2013, 04:14

MC Brodie wrote:...
Aaa... Rectified. Thanks =) *learnt something again*

How would you go about with Masticore's triggered ability block? I'm stuck at the "discard a card" part of it =(

Masticore's Triggered Ability | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, sacrifica la Masticora a meno che tu scarti una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of your upkeep, sacrifice Masticore unless you discard a card.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    if EffectSource() ~= nil then
      player:BeginNewMultipleChoice()
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_DISCARD_A_CARD", player:CanPayManaCost("{U}") )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )
      player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_STASIS", EffectSource() )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    if EffectSource() ~= nil then
      local result = player:GetMultipleChoiceResult()
       if result == 0 then
          player:PayManaCost("{U}")
      else
         player:Sacrifice( EffectSource() )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP no_effect_source="1" />
  </TRIGGERED_ABILITY>
I am also stuck at Jor Kadeen, the Prevailer's static ability as well... does what the Metalcraft gives make sense? *sigh*

Jor Kadeen, the Prevailer's Static Ability | Open
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Metalcraft — Creatures you control get +3/+0 as long as you control three or more artifacts.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Art des métaux — Les créatures que vous contrôlez ont +3/+0 tant que vous contrôlez au moins trois artefacts.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Metalurgia — Las criaturas que controlas obtienen +3/+0 mientras controles tres o más artefactos.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Metallkunst — Kreaturen, die du kontrollierst, erhalten +3/+0, solange du drei oder mehr Artefakte kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Metallurgia — Le creature che controlli prendono +3/+0 fintanto che controlli tre o più artefatti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[金属術 ― あなたが3つ以上のアーティファクトをコントロールしているかぎり、あなたがコントロールするクリーチャーは+3/+0の修整を受ける。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Metalcraft — Creatures you control get +3/+0 as long as you control three or more artifacts.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Работа по металлу — Существа под вашим контролем получают +3/+0, пока вы контролируете не менее трех артефактов.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Maestria com Metais — As criaturas que você controla recebem +3/+0 enquanto você controlar três ou mais artefatos.]]></LOCALISED_TEXT>
    <SFX text="GLOBAL_BIORHYTHM_PLAY" />
    <FILTER filter_id="0">
    <CONTINUOUS_ACTION layer="4">
    if EffectSource() ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
       if filter:CountStopAt(3) == 3 then
           local filter = ClearFilter()
           filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
           filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
           local characteristics = FilteredCard():GetCurrentCharacteristics()
           characteristics:Power_Add( 3 )
          characteristics:Toughness_Add( 0 )
       end
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
Last edited by jacque on 17 Sep 2013, 05:25, edited 2 times in total.
Learn making your own cards today!!!

Click on Image if a post/reply helped you.

I stitch old cards together to make new ones...

~ Jacque, the confused
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Re: Formal Request Thread

Postby fallenangle » 17 Sep 2013, 05:23

Thefiremind, thanks so much for coding Temporal Aperture for me, and for your awesome web generator. However, when I tested Temporal Aperture, the top card of my library appeared with a red border (as though it might be possible to suspend it), but then wouldn't let me play the card. Do you have any idea what might be wrong?
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Re: Formal Request Thread

Postby thefiremind » 17 Sep 2013, 08:40

fallenangle wrote:when I tested Temporal Aperture, the top card of my library appeared with a red border (as though it might be possible to suspend it), but then wouldn't let me play the card. Do you have any idea what might be wrong?
Have you tried to click on the ability "Play this card without paying its mana cost"? That's how you are supposed to play it. You can't play it as you would do with Future Sight because that would make you pay for it.
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