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Formal Request Thread

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Re: Formal Request Thread

Postby gorem2k » 22 Sep 2013, 05:15

jacque wrote:I think this works as it should:
you wrote:
Code: Select all
return filter:CountStopAt(0) == 0
this means it count 0 creature and check if the result is 0.

you should write this instead:
Code: Select all
return filter:CountStopAt(1) == 0
this way it will try to count at least 1 creature then check if the result is 0. thus, make Pestilence more vulnerable.

EDIT: nevermind, I just saw it was in INTERVENING_IF :oops:

EDIT2: wait.. no I think you have to set at least 1, otherwise the return is always true!
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Re: Formal Request Thread

Postby jacque » 22 Sep 2013, 05:31

gorem2k wrote:EDIT2: wait.. no I think you have to set at least 1, otherwise the return is always true!
Yes u're correct... silly me >.<... Overlooked that, was testing a few cards at a go... =/ Thanks yea... =)

EDIT:
I could use some help with Vorinclex, Voice of Hunger's second Triggered Ability... I've tried many things but my opponent's tapped lands still untaps during the next upkeep... =( And yes, I dunno what I'm doing here xD

VORINCLEX, VOICE OF HUNGER 2ND TRIGGERED ABILITY | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire engage un terrain pour du mana, ce terrain ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente gire una tierra para obtener maná, esa tierra no se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner ein Land für Mana tappt, enttappt dieses Land nicht während des nächsten Enttappsegments seines Beherrschers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario TAPpa una terra per attingere mana, quella terra non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がマナを引き出す目的で土地を1つタップするたび、その土地はそれのコントローラーの次のアンタップ・ステップにアンタップしない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент поворачивает землю для получения маны, та земля не разворачивается во время следующего шага разворота контролирующего ее игрока.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente virar um terreno para gerar mana, aquele terreno não será desvirado durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
    <TRIGGER value="BECAME_TAPPED_FOR_MANA">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
    <CONTINUOUS_ACTION layer="8">
    local hold = TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    if hold ~= nil then
        hold:Hold()
    end
    </CONTINUOUS_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby gorem2k » 22 Sep 2013, 07:02

jacque wrote:I could use some help with Vorinclex, Voice of Hunger's second Triggered Ability...
This will work. but it will hold tapped land, EVEN if it wasnt tapped for mana. I also added a replacement_effect to make it transparent. i don't think a response is likely to happen during this trigger. 'till someone finds a better solution.........

code | Open
Code: Select all
  <TRIGGERED_ABILITY replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire engage un terrain pour du mana, ce terrain ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente gire una tierra para obtener maná, esa tierra no se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner ein Land für Mana tappt, enttappt dieses Land nicht während des nächsten Enttappsegments seines Beherrschers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario TAPpa una terra per attingere mana, quella terra non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がマナを引き出す目的で土地を1つタップするたび、その土地はそれのコントローラーの次のアンタップ・ステップにアンタップしない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент поворачивает землю для получения маны, та земля не разворачивается во время следующего шага разворота контролирующего ее игрока.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente virar um terreno para gerar mana, aquele terreno não será desvirado durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
    <TRIGGER value="BECAME_TAPPED" pre_trigger="1">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Hold()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby jacque » 22 Sep 2013, 07:59

gorem2k wrote:...
Aaa... thanks gorem2k! I wonder though if we can use "Tap" effect on a tapped permanent... then we can have something like a hidden Frost Breath working when Vorinclex is triggered... hmmm
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Re: Formal Request Thread

Postby thefiremind » 22 Sep 2013, 08:34

gorem2k wrote:need some help with Eye of Singularity.
I don't think you can code the first ability with just a FILTER block, unless I'm missing something. The only idea I have is to save all non-basic-land permanents in a chest (this will allow to use a different filter later), then iterate over the saved permanents filtering different permanents with same card name: if one is found, we mark the saved permanent for destruction (somehow :P). OK, I know it sounds complicated... because it is. :lol: I can come up with code but it will take some time.
Good news is that the World supertype is perfectly supported by DotP without needing custom code (but you probably tested it already).
EDIT: Try this:
Eye of Singularity abilities (untested) | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can’t be regenerated.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local permanents = {}
    local filter = ClearFilter()
    local subFilter = filter:AddSubFilter_Or()
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
       subFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER)
    local filter_count = filter:EvaluateObjects()
    for i=0,filter_count-1 do
       permanents[i] = filter:GetNthEvaluatedObject(i)
    end
    for i=0,filter_count-1 do
       local permanent = permanents[i]
       filter:Clear()
       filter:Add(FE_CARD_NAME, OP_IS, permanent)
       filter:Add(FE_CARD_INSTANCE, OP_NOT, permanent)
       if ( permanent:GetCardType():Test(CARD_TYPE_LAND) and permanent:GetSuperType():Test(SUPERTYPE_BASIC) ) or filter:CountStopAt(1) == 0 then
          -- you are spared, lucky you! :D
          permanents[i] = nil
       end
    end
    for i=0,filter_count-1 do
       if permanents[i] ~= nil then
          permanents[i]:DestroyWithoutRegenerate()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_JUDGEMENT_PLAY" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can’t be regenerated.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD">
    local type = TriggerObject():GetCardType()
    return type:IsPermanent() and not( type:Test(CARD_TYPE_LAND) and TriggerObject():GetSuperType():Test(SUPERTYPE_BASIC) )
    </TRIGGER>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_NAME, OP_IS, TriggerObject() )
    filter:Add( FE_CARD_INSTANCE, OP_NOT, TriggerObject() )
    filter:Add(FE_IS_PERMANENT, true) -- we already checked TriggerObject for having a type, so it should be safe to use this now
    </FILTER>
    <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():DestroyWithoutRegenerate()
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_JUDGEMENT_PLAY" />
  </TRIGGERED_ABILITY>
gorem2k wrote:This will work. but it will hold tapped land, EVEN if it wasnt tapped for mana.
Why not using BECAME_TAPPED_FOR_MANA? You need RiiakShiNal's mana functions for the first ability anyway, and that ability is really sub-optimal if you don't use manual land tapping, so there shouldn't be problems.
Last edited by thefiremind on 22 Sep 2013, 09:26, edited 3 times in total.
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Re: Formal Request Thread

Postby jacque » 22 Sep 2013, 08:41

thefiremind wrote:Why not using BECAME_TAPPED_FOR_MANA? You need RiiakShiNal's mana functions for the first ability anyway, and that ability is really sub-optimal if you don't use manual land tapping, so there shouldn't be problems.
I am using the BECAME_TAPPED_FOR_MANA trigger... but... opponent's lands still untap during their untap phase... *dunno why*

Vorinclex, Voice of Hunger 2ND TRIGGER | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire engage un terrain pour du mana, ce terrain ne se dégage pas pendant la prochaine étape de dégagement de son contrôleur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente gire una tierra para obtener maná, esa tierra no se endereza durante el próximo paso de enderezar de su controlador.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner ein Land für Mana tappt, enttappt dieses Land nicht während des nächsten Enttappsegments seines Beherrschers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario TAPpa una terra per attingere mana, quella terra non STAPpa durante il prossimo STAP del suo controllore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がマナを引き出す目的で土地を1つタップするたび、その土地はそれのコントローラーの次のアンタップ・ステップにアンタップしない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent taps a land for mana, that land doesn’t untap during its controller’s next untap step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент поворачивает землю для получения маны, та земля не разворачивается во время следующего шага разворота контролирующего ее игрока.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente virar um terreno para gerar mana, aquele terreno não será desvirado durante a próxima etapa de desvirar de seu controlador.]]></LOCALISED_TEXT>
    <TRIGGER value="BECAME_TAPPED_FOR_MANA">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
    <CONTINUOUS_ACTION layer="8">
    local hold = TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    if hold ~= nil then
        hold:Hold()
    end
    </CONTINUOUS_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby thefiremind » 22 Sep 2013, 08:45

jacque wrote:I am using the BECAME_TAPPED_FOR_MANA trigger... but... opponent's lands still untap during their untap phase... *dunno why*
Even if it's quite counter-intuitive, "Hold" is a one-shot action, so you should call it from a RESOLUTION_TIME_ACTION rather than a CONTINUOUS_ACTION (sorry if I haven't noticed it before :P).
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Re: Formal Request Thread

Postby jacque » 22 Sep 2013, 09:01

thefiremind wrote:Even if it's quite counter-intuitive, "Hold" is a one-shot action, so you should call it from a RESOLUTION_TIME_ACTION rather than a CONTINUOUS_ACTION (sorry if I haven't noticed it before :P).
Aaaa... lemme try =) Then I'll work on Xenagos =)

LILIANA'S SPECTER TESTED | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LILIANAS_SPECTER_271194" />
  <CARDNAME text="LILIANAS_SPECTER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Spectre de Liliana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Espectro de Liliana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lilianas Specter]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spettro di Liliana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[リリアナの死霊]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Liliana’s Specter]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="271194" />
  <ARTID value="A271194" />
  <ARTIST name="Vance Kovacs" />
  <CASTING_COST cost="{1}{B}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Les meilleurs serviteurs connaissent mes désirs sans que j’ai un mot à dire. »
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Los mejores sicarios saben lo que necesito sin que tenga que decirlo.”
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Die besten Diener wissen, was ich brauche, ohne dass ich es sagen muss.”
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I servitori migliori sanno ciò di cui ho bisogno senza che io debba dire nulla.”
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「最高級の下僕は、私が何も言わなくても、何が必要かわかっているものさ。」
――リリアナ・ヴェス]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
Liliana Vess]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“The finest minions know what I need without me ever saying a thing.”
Liliana Vess]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Specter" />
  <EXPANSION value="PC2" />
  <RARITY metaname="C" />
  <POWER value="2" />
  <TOUGHNESS value="1" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Spectre de Liliana arrive sur le champ de bataille, chaque adversaire se défausse d’une carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Espectro de Liliana entre al campo de batalla, cada oponente descarta una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn Lilianas Specter ins Spiel kommt, wirft jeder Gegner eine Karte aus seiner Hand ab.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando lo Spettro di Liliana entra nel campo di battaglia, ogni avversario scarta una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[リリアナの死霊が戦場に出たとき、各対戦相手はカードを1枚捨てる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Liliana’s Specter enters the battlefield, each opponent discards a card.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION repeating="1">
    local n = MTG():GetActionRepCount()
    local numPlayers = MTG():GetNumberOfPlayers()
    if n &lt; numPlayers then
       local player = MTG():GetNthPlayer(n)
       local filter = ClearFilter()
        filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
       filter:SetZone( ZONE_HAND, player )
       local numItemsToDiscard = filter:CountStopAt(1) --{{-- change this number for discarding more/less cards
       if numItemsToDiscard &gt; 0 then
          player:SetItemCount(numItemsToDiscard)
          for i=0,numItemsToDiscard-1 do
             player:SetItemPrompt(i, "CARD_QUERY_CHOOSE_A_CARD_TO_DISCARD")
          end
          player:ChooseItems( EffectDC():Make_Targets(n+1) )
       end
       return true
    else
       for i=1,numPlayers do
          local discardDC = EffectDC():Get_Targets(i)
          if discardDC ~= nil then
             local numDiscard = discardDC:Count()
             for j=0,numDiscard-1 do            
                discardDC:Get_CardPtr(j):Discard()
             end
          end
       end
    end
    return false
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby mr friendly guy » 22 Sep 2013, 09:17

mr friendly guy wrote:I am hoping for Stillmoon Cavalier, Pestilence for a plague based deck
and recreating Liliana's Specter for a card advantage deck.
Never mind about the Stillmoon Cavalier. I seem to have managed to get that one working even though I have like zero programming skills. :D

thanks to Jacques for doing Pestilence though. Its going into my plague deck designed for multiplayer games.
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Re: Formal Request Thread

Postby BloodReyvyn » 22 Sep 2013, 09:25

Lich

:P

Been away a long while, first day off in a while tomorrow and I am sleeping the hell in. Maybe I will finally get back to working on that mono-red artifact deck I was trying to build... finally.
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Re: Formal Request Thread

Postby jacque » 22 Sep 2013, 09:27

mr friendly guy wrote:Never mind about the Stillmoon Cavalier. I seem to have managed to get that one working even though I have like zero programming skills.
MFG: Your Liliana's Specter is just above...

TFM: Still can't work... I'll put it aside for now... time for something... new :)
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Re: Formal Request Thread

Postby thefiremind » 22 Sep 2013, 09:31

jacque wrote:TFM: Still can't work... I'll put it aside for now... time for something... new :)
For some reason I thought gorem2k already spotted the error inside the action, but he didn't. You were basically trying to hold "true" rather than the card. :lol:
Code: Select all
    <TRIGGER value="BECAME_TAPPED_FOR_MANA">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Hold()
    end
    </RESOLUTION_TIME_ACTION>
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Re: Formal Request Thread

Postby drleg3nd » 22 Sep 2013, 13:26

is Nykthos, Shrine to Nyx possible to code ?
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Re: Formal Request Thread

Postby jacque » 22 Sep 2013, 13:57

drleg3nd wrote:is Nykthos, Shrine to Nyx possible to code ?
Yes it is... In fact I have Nykthos' ability now on Xenagos, the Reveler zzz
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Re: Formal Request Thread

Postby drleg3nd » 22 Sep 2013, 14:24

jacque wrote:
drleg3nd wrote:is Nykthos, Shrine to Nyx possible to code ?
Yes it is... In fact I have Nykthos' ability now on Xenagos, the Reveler zzz
awesome, do you have a link ?
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