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Formal Request Thread

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Re: Formal Request Thread

Postby Xander9009 » 04 Oct 2013, 19:27

JustSayOzz wrote:Guys, help me, please. I tried to code Burning Earth, but if player taps a nonbasic land, nothing happens. Log doesn't appear after exit.

Also, I tried to provide for the use of invisible mana tokens, that nonbasic lands uses.
First, the trigger for putting token into play shouldn't have "TRIGGER_" at the beginning. All the triggers in the decompiled LOL contents have "TRIGGER_" at the beginning, but that's always removed for actual use. (I don't know that it's necessary, but I've never seen it left in.)

Next, try changing "not ..." to "... == false". It might not work (I've been away for quite awhile and still need to reacquaint myself with a few things).

Last, the mana tokens that are created aren't creatures, so it's good that you are checking to make sure they aren't. But since it wouldn't be difficult, you should probably check to make sure it isn't any other types, either. I don't find it likely to find an artifact or enchantment token, but it's not actually impossible as far as I know.

I would simply change them and try it myself, but I don't even have the game installed at the moment.
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Re: Formal Request Thread

Postby thefiremind » 04 Oct 2013, 19:56

JustSayOzz wrote:I tried to code Burning Earth, but if player taps a nonbasic land, nothing happens.
Same problem as Vorinclex here: BECAME_TAPPED_FOR_MANA isn't automatically fired by the game, and there's nothing you can do about it.

Xander9009 wrote:All the triggers in the decompiled LOL contents have "TRIGGER_" at the beginning, but that's always removed for actual use. (I don't know that it's necessary, but I've never seen it left in.)
The truth is that the trigger names we use aren't in the LOL files, but inside the executable. The constants that start with "TRIGGER_" match 1:1 with the trigger names, though, so it's still OK to look for a trigger in that list (as long as you remember to remove "TRIGGER_" :P). They are used as parameters for the FireTrigger function.

Xander9009 wrote:Next, try changing "not ..." to "... == false".
They are equivalent: not true = false. People are used to "... == false" (me included), but that doesn't mean that using "not ..." is wrong. :wink:
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Re: Formal Request Thread

Postby Xander9009 » 04 Oct 2013, 20:14

thefiremind wrote:Same problem as Vorinclex here: BECAME_TAPPED_FOR_MANA isn't automatically fired by the game, and there's nothing you can do about it.
RiiakShiNal made the card Mana Flare using that trigger. Couldn't it be used as a framework? That is, if it works, but since it was put in his core cards, I'd assume it does.

They are equivalent: not true = false. People are used to "... == false" (me included), but that doesn't mean that using "not ..." is wrong. :wink:
I just wasn't sure if the engine registered them the same. I couldn't recall seeing 'not' used instead of 'false'. I searched a bit, but it's kind of a tricky thing to look for lol.

EDIT: Just looked at the link, and it seems to mainly be an issue for basic lands. It would require RSN's mana functions, of course, but if it would work, then that's better than nothing.
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Re: Formal Request Thread

Postby thefiremind » 04 Oct 2013, 20:58

Xander9009 wrote:EDIT: Just looked at the link, and it seems to mainly be an issue for basic lands. It would require RSN's mana functions, of course, but if it would work, then that's better than nothing.
The difference is that you can code nonbasic lands with manual tapping only, and if you do, then it works. But if you keep a "fallback" auto-tapping, as RiiakShiNal does when possible, the AI will prefer to use that instead of manual tapping.
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Re: Formal Request Thread

Postby JustSayOzz » 04 Oct 2013, 21:18

Ohh, thank you all for you volumetric responses! I'll follow your suggestions and try to code it. And, ohhh, how i could forget to remove the TRIGGER_ prefix! )
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Re: Formal Request Thread

Postby loookaz » 04 Oct 2013, 22:39

i just have seen Spear of Heliod.
can someone please make this card?
is really cool in my humble opinion:) Glorious Anthem on steroids:)
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Re: Formal Request Thread

Postby RiiakShiNal » 04 Oct 2013, 22:58

thefiremind wrote:The difference is that you can code nonbasic lands with manual tapping only, and if you do, then it works. But if you keep a "fallback" auto-tapping, as RiiakShiNal does when possible, the AI will prefer to use that instead of manual tapping.
It is true that the AI prefers to use the Auto-Tap MANA_ABILITYs, but the fallbacks are only enabled under certain conditions so non-basic lands that use my functions (all the non-basic lands in my mods) should not cause any problems in this case. Auto-tapping non-basic lands from other modders can and likely will cause the problems (because the engine doesn't fire BECAME_TAPPED_FOR_MANA).

The "fallbacks" that I code are only available to players/AIs when it is not possible to use the ACTIVATED_ABILITY so, no that is not particularly a problem (even the AI doesn't have access to the fallbacks if the conditions are not met) when using BECAME_TAPPED_FOR_MANA on non-basic lands (at least not the ones I've coded). The fallbacks are MANA_ABILITYs with a resource_id meaning they are not active on the card unless granted (and they are only granted in certain conditions, which are not all that common). Obviously I can't say that all cards written to use my mana functions are written the same as mine and will all behave exactly the same as the mana functions are written to be flexible which means that some parts depend on how the card using them is written. The general rules followed by my cards and the functions are these:
  • Cards will use only fake mana abilities wherever possible. This is for consistency and to try and enforce proper behavior. Unfortunately, it is not possible to make Basic Lands that are manual tap only.
  • Fallbacks will be added to a card only if a MANA_ABILITY could reasonably be written to account for that card (the only cost is TapSelf and no other effect from the ability besides adding mana). Fallbacks must not be enabled on the card by default they must only be granted to the card if necessary (and feasible).
    • This is generally checked by:
      RSN_CheckSwitchToFallback() | Open
      Code: Select all
      RSN_CheckSwitchToFallback = function( oCard )
         local bUseFallback = false
         if (oCard ~= nil) then
            if (oCard:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES )) then
               bUseFallback = true
            else
               local oPlayer = oCard:GetController()
               if (oPlayer ~= nil) then
                  if (oPlayer:GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES )) then
                     bUseFallback = true
                  elseif (oPlayer:GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_ARTIFACT_CREATURE_ENCHANTMENT_ABILITIES )) then
                     if ((oCard:GetCardType():Test( CARD_TYPE_ARTIFACT )) or
                        (oCard:GetCardType():Test( CARD_TYPE_CREATURE )) or
                        (oCard:GetCardType():Test( CARD_TYPE_ENCHANTMENT ))) then
                        bUseFallback = true
                     end
                  end
               end
            end
         end
         return bUseFallback
      end
      This looks for 3 conditions (if any are true it will allow switching to a fallback):
      • Card has CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES
      • Controller has PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES
      • Controller has PLAYER_CHARACTERISTIC_CANT_ACTIVATE_ARTIFACT_CREATURE_ENCHANTMENT_ABILITIES and the card is an Artifact, Creature, or Enchantment.
  • Fake mana abilities will fire the BECAME_TAPPED_FOR_MANA trigger if it produced mana (at least {1}) and one of these functions was called:
    • RSN_Produce()
    • RSN_ProduceForPlayer()
  • In special cases (like Axebane Guardian) I will forcibly trigger BECAME_TAPPED_FOR_MANA using RSN_FireManaTrigger() so that the trigger only fires once (instead of multiple times).

Since Burning Earth only looks for non-basic lands if the only non-basic lands used are those that use my mana functions and they follow the basic rules then there should be no problems in writing that card. There could be a problem in mixing EffectSource() and EffectSourceLKI() here though. If Burning Earth leaves play before the ability resolves it will fizzle due to EffectSource() being nil even though EffectSourceLKI() is still valid and appropriate in this case.
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Re: Formal Request Thread

Postby thefiremind » 04 Oct 2013, 23:11

loookaz wrote:i just have seen Spear of Heliod.
can someone please make this card?
Someone already made it: viewtopic.php?f=109&t=11681

RiiakShiNal wrote:It is true that the AI prefers to use the Auto-Tap MANA_ABILITYs, but the fallbacks are only enabled under certain conditions so non-basic lands that use my functions (all the non-basic lands in my mods) should not cause any problems in this case.
I misinterpreted your post about Vorinclex: I thought that you were always adding an auto-tap ability in order to make the AI use the lands properly (without useless tapping and so on).
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Re: Formal Request Thread

Postby RiiakShiNal » 05 Oct 2013, 00:21

thefiremind wrote:I misinterpreted your post about Vorinclex: I thought that you were always adding an auto-tap ability in order to make the AI use the lands properly (without useless tapping and so on).
Nah, there are too many problems with auto-tapping, so I try to avoid it if possible.
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Re: Formal Request Thread

Postby mr friendly guy » 05 Oct 2013, 06:56

Most mods have the Goblin chieftain, and Goblin Warchief. I am hoping for someone to code Goblin King for Goblin base decks.
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Re: Formal Request Thread

Postby MC Brodie » 05 Oct 2013, 07:36

Two cards but not tested:

Spear of Heliod (Untested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SPEAR_OF_HELIOD_867373717" />
  <CARDNAME text="SPEAR_OF_HELIOD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spear of Heliod]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lance d’Héliode]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lanza de Heliod]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Speer des Heliod]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lancia di Eliod]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ヘリオッドの槍]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[헬리아드의 창]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Копье Гелиода]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lança de Heliode]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867373717" />
  <ARTID value="867373717" />
  <ARTIST name="Yeong-Hao Han" />
  <CASTING_COST cost="{1}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Legend speaks of the Sun Spear, the mighty weapon that can strike any point in Theros, even the depths of the Underworld.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La légende fait état de la Lance solaire, une arme surpuissante capable de frapper en tout point de Theros, même au tréfonds du Monde souterrain.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La leyenda habla de la Lanza solar, la poderosa arma que puede golpear cualquier punto de Theros, incluso las profundidades del Inframundo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Legenden berichten von einem Sonnenspeer, der jeden Ort auf Theros treffen kann – selbst in den Tiefen der Unterwelt.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La leggenda narra della Lancia del Sole, la possente arma che può colpire in qualsiasi luogo di Theros, persino nelle profondità dell’Ade.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[伝説では太陽の槍という強力な武器があり、テーロスのいかなる場所をも攻撃することができるという。死の国の最深淵とて例外ではない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[전설에 의하면 태양의 창이라는 강력한 무기는 테로스의 어느 곳에 있는 적이라도 찌를 수 있다고 한다. 저승 깊은 곳에서도 그 창끝을 피할 수 없다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В легендах говорится о Солнечном копье, могучем оружии, которое может поразить врага в любом уголке Тероса, и даже в глубинах Подземного Царства.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A lenda fala da Lança do Sol, a poderosa arma capaz de atingir qualquer ponto de Theros, até mesmo as profundezas do Submundo.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Enchantment" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="THS" />
  <RARITY metaname="R" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures que vous contrôlez gagnent +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas que controlas obtienen +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature che controlli prendono +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするクリーチャーは+1/+1の修整を受ける。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 생물들은 +1/+1을 받는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Существа под вашим контролем получают +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As criaturas que você controla recebem +1/+1.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  ) -- Creatures
      filter:Add( FE_CONTROLLER, OP_IS, EffectController()) -- You Control
    </FILTER>
   <CONTINUOUS_ACTION layer="7C" filter_id="0">
      -- As you've stated this is similar to Glorious Anthem so I copied the +1/+1 from there
      if FilteredCard() ~= nil then
         local characteristics = FilteredCard():GetCurrentCharacteristics()
         characteristics:Power_Add( 1 )
         characteristics:Toughness_Add( 1 )
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{W}{W}, {T}: Destroy target creature that dealt damage to you this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{W}{W}, {T} : Détruisez la créature ciblée qui vous a infligé des blessures ce tour-ci.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{W}{W}, {T}: Destruye la criatura objetivo que te haya hecho daño este turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{W}{W}, {T}: Zerstöre eine Kreatur deiner Wahl, die dir in diesem Zug Schaden zugefügt hat.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{W}{W}, {T}: Distruggi una creatura bersaglio che ti ha inflitto danno in questo turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{W}{W}, {T}:このターンにあなたにダメージを与えたクリーチャー1体を対象とし、それを破壊する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{W}{W}, {T}: 이 턴에 당신에게 피해를 입힌 생물 한 개를 목표로 정한다. 그 생물을 파괴한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{W}{W}, {T}: уничтожьте целевое существо, которое нанесло вам повреждения в этом ходу.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{W}{W}, {T}: Destrua a criatura alvo que lhe causou dano neste turno.]]></LOCALISED_TEXT>
   -- This whole activated ability is the same as Giltspire Avenger which is in the Bant Expansion Deck
   -- Just need to copy that ability and add the {1}{W}{W} as a cost and you are good to go
     <SFX text="TARGET_BLADE_PLAY" />
   <COST mana_cost="{1}{W}{W}" type="Mana" />
   <COST type="TapSelf" />
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" 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_LUA_CONDITION, 1, EffectController() )
    </TARGET_DEFINITION>
   <FILTER_CONDITION id="1">
      local creature = FilteredCard()
      local player = EffectController()
      local interrogation = MTG():ClearInterrogationQuery()
      if creature ~= nil then
         interrogation: SetObject(creature)
         interrogation:SetSecondaryPlayer(player)
         if interrogation:Test( INTERROGATE_DAMAGE_DEALT, INTERROGATE_THIS_TURN ) then
            return true
         else
            return false
         end
      else
         return false
      end
    </FILTER_CONDITION>
   <RESOLUTION_TIME_ACTION>
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if target ~= nil then   
         target:Destroy() 
      end
    </RESOLUTION_TIME_ACTION>
   <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="end_of_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
  </ACTIVATED_ABILITY>
  <AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Goblin King (Untested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="GOBLIN_KING_867129578" />
  <CARDNAME text="GOBLIN_KING" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Goblin King]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Roi des gobelins]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rey trasgo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Goblinkönig]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Re dei Goblin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンの王]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Goblin King]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Король Гоблинов]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rei dos Goblins]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867129578" />
  <ARTID value="867129578" />
  <ARTIST name="Ron Spears" />
  <CASTING_COST cost="{1}{R}{R}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[To be king, Numsgil did in Blog, who did in Unkful, who did in Viddle, who did in Loll, who did in Alrok. . . .]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pour être roi, Numsgil avait occis Blog, qui avait occis Unkful, qui avait occis Viddle, qui avait occis Loll, et occis de suite . . . .]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Para ser rey, Numsgil liquidó a Blog, quien liquidó a Unkful, quien liquidó a Viddle, quien liquidó a Loll, quien liquidó a Alrok . . .]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Um König zu werden, tötete Numsgil Blog, der Unkful getötet hatte, der Viddle getötet hatte, der Loll getötet hatte, der Alrok getötet hatte...]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Numsgil, per diventare Re dei Goblin, uccise Blog, che uccise Unkful, che uccise Viddle, che uccise Loll, che uccise Alrok. . . .]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[王となるため、ナムスギルはブログを謀殺した。そのブログもアンクフルを、アンクフルはヴィッデルを、ヴィッデルはロルを、ロルはアルロックを ……]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[To be king, Numsgil did in Blog, who did in Unkful, who did in Viddle, who did in Loll, who did in Alrok. . . .]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Чтобы стать королем, Намсгил прикончил Блога, который прикончил Анкфула, который прикончил Виддла, который прикончил Лолла, который прикончил Алрока ...]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Para ser rei, Numsgil matou Blog, que matou Unkful, que matou Viddle, que matou Loll, que matou Alrok. . . .]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Goblin" />
  <EXPANSION value="10E" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Other Goblin creatures get +1/+1 and have mountainwalk.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les autres créatures Gobelin gagnent +1/+1 et ont la traversée des montagnes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las otras criaturas Trasgo obtienen +1/+1 y tienen la habilidad de cruzar montañas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Andere Goblinkreaturen erhalten +1/+1 und Gebirgstarnung.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le altre creature Goblin prendono +1/+1 e hanno passa-Montagne.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[他のゴブリン・クリーチャーは+1/+1の修整を受けるとともに山渡りを持つ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Other Goblin creatures get +1/+1 and have mountainwalk.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Остальные существа Гоблины получают +1/+1 и имеют Знание Гор.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As outras criaturas do tipo Goblin recebem +1/+1 e têm travessia de montanha.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() ) -- Other
      filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_GOBLIN ) -- Goblin
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  ) -- Creatures
    </FILTER>
   <CONTINUOUS_ACTION layer="7C" filter_id="0">
      -- +1/+1 copied from Mikaeus, the Unhallowed
      if FilteredCard() ~= nil then
         local characteristics = FilteredCard():GetCurrentCharacteristics()
         characteristics:Power_Add( 1 )
         characteristics:Toughness_Add( 1 )
      end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="6" filter_id="0">
      -- Mountainwalk is an intrinsic characteristic built into the game
      -- Granting the mountainwalk ability is similar to how Angelic Destiny gives a creature flying
      if FilteredCard() ~= nil then
         local characteristics = FilteredCard():GetCurrentCharacteristics()
         characteristics:Bool_Set( CHARACTERISTIC_MOUNTAINWALK, 1 )
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_19" body="MORE_INFO_BADGE_BODY_19" 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>
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
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Re: Formal Request Thread

Postby JustSayOzz » 05 Oct 2013, 16:50

I rewrote the code of Burning Earth, but it's not worked again. This time, I used the RSN_UsedManaAbility function (I took the example from Mana Flare). Do you have any ideas?

Burning Earth | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="BURNING_EARTH_666658" />
  <CARDNAME text="BURNING_EARTH" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Burning Earth]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Terre brûlante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tierra ardiente]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Brennende Erde]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terra Ardente]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[燃え立つ大地]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[불타는 대지]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Горящая Земля]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Terra em Chamas]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="666658" />
  <ARTID value="66658" />
  <ARTIST name="rk post" />
  <CASTING_COST cost="{3}{R}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Your world is formed from the same power that wraps my burning hand around your throat.”—Shrazik, lavamancer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Ton monde est façonné par l’énergie qui resserre mon étreinte brûlante autour de ta gorge. »—Shrazik, lavamancien]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Tu mundo está formado por el mismo poder que cierra mi ardiente mano sobre tu garganta.”—Shrazik, lavamante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Deine Welt ist aus derselben Kraft erschaffen, die meine sengende Hand um deinen Hals schließt.”—Shrazik, Magmamagier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Il tuo mondo è forgiato dallo stesso potere che stringe la mia mano infuocata attorno alla tua gola.”—Shrazik, lavamante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「貴様の世界は、その首にかけた俺の燃え盛る手と同じ力で出来ているんだ。」――溶岩使いスラジーク]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“지금 네 목을 조르는 것이 바로 네 놈이 사는 세계를 만든 힘이다.”—용암술사 슈라지크]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Сила, из которой соткан твой мир, — та же сила, с которой моя горящая рука сжимтебя за горло».— Шразик, лавомант]]></LOCALISED_TEXT>   
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“O seu mundo é formado pelo mesmo poder com que minha mão calcinante envolve sua garganta.”— Shrazik, lavamante]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="M14" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un joueur engage un terrain non-base pour du mana, la Terre brûlante inflige 1 blessure à ce joueur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un jugador gire una tierra no básica para obtener maná, la Tierra ardiente hace 1 punto de daño a ese jugador.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Spieler ein Nichtstandardland für Mana tappt, fügt die Brennende Erde diesem Spieler 1 Schadenspunkt zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un giocatore TAPpa una terra non base per attingere mana, la Terra Ardente infligge 1 danno a quel giocatore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人がマナを引き出す目的で基本でない土地を1つタップするたび、燃え立つ大地はそのプレイヤーに1点のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어가 마나를 얻기 위해 기본 대지가 아닌 대지를 탭할 때마다, 불타는 대지는 그 플레이어에게 피해 1점을 입힌다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда игрок поворачивает небазовую землю для получения маны, Горящая Земля наносит тому игроку 1 повреждение.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um jogador vira um terreno não básico para gerar mana, Terra em Chamas causa 1 ponto de dano àquele jogador.]]></LOCALISED_TEXT>
    <TRIGGER value="BECAME_TAPPED_FOR_MANA">
      if TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) and ( TriggerObject():GetSuperType():Test( SUPERTYPE_BASIC ) == false ) then
        if RSN_UsedManaAbility( TriggerObject() ) then
          return true
        end
      end
      return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
      if TriggerObject() ~= nil then
        if ( EffectSourceLKI() ~= nil ) then
          EffectSourceLKI():DealDamageTo( 1, TriggerObject():GetController() )
        end
      end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY forced_skip="1">
    <TRIGGER value="PLAYER_PUT_TOKENS_INTO_PLAY">
      return GetAmount() &gt; 0 and ( TriggerObject() ~= nil and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) == false )
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
      if TriggerObject() ~= nil then
        EffectSourceLKI():DealDamageTo( 1, TriggerObject():GetController() )
      end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby mr friendly guy » 05 Oct 2013, 17:20

I have seen requests for Mycosynth Lattice, but I don't recall anyone making it. It will be useful against Emrakul based decks. Is it even possible to code Mycosynth Lattice?
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Re: Formal Request Thread

Postby thefiremind » 05 Oct 2013, 18:03

mr friendly guy wrote:Is it even possible to code Mycosynth Lattice?
EDIT: To those who read what I wrote here earlier, forget it. I just made a quick Google search and discovered that the answer to my previous question is no (source), however I was forgetting something quite important: abilities. We have no control over ability costs, so Mycosynth Lattice is indeed impossible to code.
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Re: Formal Request Thread

Postby Kieran » 05 Oct 2013, 20:30

I would like to ask for a few cards I don't have for some requested Gruul decks. Thanks in advance for any contributions.

Ash Zealot
Burning-Tree Emissary
Clan Defiance
Ghor-Clan Rampager
Gruul Charm
Gruul War Chant
Perplex (unrelated, but needed for a different deck)
Polis Crusher
Ruric Thar, the Unbowed
Signal the Clans
Stormbreath Dragon
Zhur-Taa Druid
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