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Formal Request Thread

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Re: Formal Request Thread

Postby RiiakShiNal » 09 Oct 2013, 02:42

You have not defined target_player in the first RESOLUTION_TIME_ACTION before trying to use it which will cause the card to error out and produce a SCRIPT_LOG. You have to define variables before using them.
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Re: Formal Request Thread

Postby NEMESiS » 09 Oct 2013, 04:27

Anybody have a Kaalia of the Vast?
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Re: Formal Request Thread

Postby jacque » 09 Oct 2013, 07:18

NEMESiS wrote:Anybody have a Kaalia of the Vast?
Fresh from the oven... enjoy =)
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Re: Formal Request Thread

Postby Real » 09 Oct 2013, 13:58

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Re: Formal Request Thread

Postby jacque » 09 Oct 2013, 16:07

Real wrote:I would like to request the following cards for 2014
Thx in advance.
This what I have atm... Enjoy...

*Both tested*
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Re: Formal Request Thread

Postby fallenangle » 10 Oct 2013, 00:36

If I'm not mistaken, Kevlamohta, Sumonole, and Scion of Darkness all made decks with Underworld Dreams. Sturmgeist and Aether Adept are also in Sumonole's mods, I believe.

I also would like to ask a question about Ashiok, Nightmare Weaver and Elspeth, Sun's Champion, as I continue to have problems with them being able to activate multiple abilities on a turn and being able to survive with no loyalty counters. Is there a potential fix for these problems by adding code to these cards?
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Re: Formal Request Thread

Postby thefiremind » 10 Oct 2013, 08:32

fallenangle wrote:I also would like to ask a question about Ashiok, Nightmare Weaver and Elspeth, Sun's Champion, as I continue to have problems with them being able to activate multiple abilities on a turn and being able to survive with no loyalty counters. Is there a potential fix for these problems by adding code to these cards?
I still think that you have a leftover of a previous version of the Planeswalkers Pool, where they didn't exist yet, so their name isn't in the Planeswalkers' names table and they aren't checked for Planeswalker rules. Now, if I'm right, there are 2 things you can do:
  1. Try harder and find that leftover. Unpack all WADs you are using (except the official ones and those belonging to my mod, I can guarantee for them) and search for multiple copies of D14_PLW.LOL. If you find one that isn't in DATA_DLC_PLW, delete it. This is the recommended option if you want a "tidy" game.
  2. Extract DATA_DLC_PLW, rename D14_PLW.LOL to something else that is further in alphabetical order (E14_PLW.LOL should do the trick), then repack the WAD. This should make the most recent LOL file "win" over the obsolete one, wherever it is. This is unrecommended because you'll need to do the same thing each time I update the Planeswalkers Pool.
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Re: Formal Request Thread

Postby fallenangle » 10 Oct 2013, 08:50

I only have one D14_PLW.LOL I can find, but the modified date is 09 / 08. Should it be more recent than that?
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Re: Formal Request Thread

Postby thefiremind » 10 Oct 2013, 10:12

fallenangle wrote:I only have one D14_PLW.LOL I can find, but the modified date is 09 / 08. Should it be more recent than that?
If it comes from the latest release of the Planeswalkers Pool, then it's recent enough.
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Re: Formal Request Thread

Postby NeoAnderson » 10 Oct 2013, 11:07

Hey guys, i need an help.

I am trying to codify the follow card :

CardName : Proteus
Supertype : Legendary
Type : Creature
SubType : Minor Divinity

Abilities : Lifelink and Undying.
At the beginning of your upkeep, if Proteus has at least one +1/+1 counter, remove one of these counters.

Activable ability : Morph into target creature.

The card seems to work about the abilities, but i have an issue, when it Morphs into another creature it gains also the name and the types of that creature also the name, by this way it loses the main feature to be a legendary creature and this allow to cast another Proteus. I think is easy to write back the supertype and type, but i don't know how to keep unchanged the name.
Please someone could help me?


PROTEUS | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="PROTEUS_7272931" />
  <CARDNAME text="PROTEUS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Proteus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Proteus]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272931" />
  <ARTID value="7227931" />
  <ARTIST name="Internet - Unknown" />
  <CASTING_COST cost="{3}{U}{U}{U}" />
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Minor_Divinity" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <POWER value="4" />
  <TOUGHNESS value="5" />



<ACTIVATED_ABILITY>   
       <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Proteus morphs into target creature.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Proteus se transforme en créature ciblée.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Proteus se transforma en criatura objetivo.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Proteus verwandelt sich in eine Kreatur deiner

Wahl.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Proteus si trasforma in una creatura bersaglio.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャーにプロテウスモーフ。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{대상 생물에 테우스 변경해.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Proteus превращается в целевое существо.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Proteus se transforma em uma criatura alvo.]]

></LOCALISED_TEXT>
           <COST mana_cost="{0}" type="Mana" />
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CARD_NAME, OP_NOT, "PROTEUS" )
    filter:SetZone( ZONE_BATTLEFIELD ) 
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_CLONE", EffectDC():Make_Targets(0),

QUERY_FLAG_MAY )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if ( target_creature ~= nil ) then   
       target_creature:StoreCopiableValues(EffectDC():Make_Chest(1))   -- this grabs the copiable values from the

target and puts them into a datachest
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))      -- this needs to be here to refire

any other transition triggers (e.g. devour)
       EffectDC():Protect_CardPtr( COMPARTMENT_ID_EFFECT_SOURCE )          -- this stops the effect from being

wiped when we complete the zonechange
    end
    </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="1">
    if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
      EffectSource():GetCurrentCharacteristics():GrantAbility(2)
      EffectSource():GetCurrentCharacteristics():GrantAbility(3)
      EffectSource():GetCurrentCharacteristics():GrantAbility(4)
              if EffectSource():GetCardName() ~= "PROTEUS" then
         EffectSource():GetCurrentCharacteristics():GrantAbility(5)
                    end

    -- if you want to do other things as part of the copy effect, DO SO HERE
       -- e.g EffectSource():GetCurrentCharacteristics():GrantAbility(1)
       -- e.g EffectSource():GetCurrentCharacteristics():Power_Set(7)
       -- e.g EffectSource():GetCurrentCharacteristics():Toughness_Set(7)
    end
    </CONTINUOUS_ACTION>
      <DURATION>
    return (EffectSource() == nil)
    </DURATION>

</ACTIVATED_ABILITY>

<STATIC_ABILITY>
   <CONTINUOUS_ACTION layer="1">
       local characteristics = EffectSource():GetCurrentCharacteristics()
           if EffectSource():GetCardName() == "PROTEUS" then
      EffectSource():GetCurrentCharacteristics():GrantAbility(2)
      EffectSource():GetCurrentCharacteristics():GrantAbility(3)
      EffectSource():GetCurrentCharacteristics():GrantAbility(4)
            end
   </CONTINUOUS_ACTION>
</STATIC_ABILITY>

   
<STATIC_ABILITY resource_id="2">
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lifelink]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lien de vie]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vínculo vital.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lebensverknüpfung]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Legame vitale]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[絆魂]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생명연결]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Цепь жизни]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vínculo com a vida]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[系命]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[繫命]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="6">
         local characteristics = EffectSource():GetCurrentCharacteristics()
         characteristics:Bool_Set( CHARACTERISTIC_LIFELINK, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>

<TRIGGERED_ABILITY  resource_id="3" badge="BADGE_UNDYING" active_zone="ZONE_BATTLEFIELD" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Undying]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Survivance]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Resiliencia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Unverwüstlich]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Immortale]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[不死]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[불사]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Нетленность]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Imortal]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD"

from_zone="ZONE_BATTLEFIELD" />
      <INTERVENING_IF ignore_resolution_check="1">
    if TriggerObject():CountCounters(MTG():PlusOnePlusOneCounters()) == 0 then
       return true
    else
       return false
    end
    </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       EffectDC():Protect_CardPtr( COMPARTMENT_ID_PARAM_TRIGGER_OBJECT )
       TriggerObject():PutOntoBattlefield( TriggerObject():GetOwner() )
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

<TRIGGERED_ABILITY resource_id="4">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, if Proteus has at

least one +1/+1 counter, remove one of these counters.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, si Proteus a au moins un

marqueur +1 / +1, supprimer l'un de ces compteurs.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, si Proteus tiene al

menos un contador +1 / +1, eliminar uno de estos contadores.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn Ihres Unterhalt, wenn Proteus mindestens

eine +1 / +1- Marke, entfernen Sie eine dieser Zähler.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All'inizio del tuo mantenimento, se Proteus ha almeno

un segnalino +1 / +1, rimuovi uno di questi segnalini.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プロテウスは、少なくとも一つの+1/ +1カウンターを持っている場合あなたのアップキープの開始時に、これら

のカウンタの1つを削除します。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[프로 테우스는 적어도 하나의 +1 / +1 카운터가있는 경우, 유지비의 시작 부분

에서, 이러한 카운터 중 하나를 제거합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки, если Proteus имеет

хотя бы один жетон +1 / +1, удалить один из этих счетчиков.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início da sua manutenção, se Proteus tem pelo

menos um 1 / +1, remover um desses contadores.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[在你的維持開始變形,如果有至少一個+1 / +1,刪除其中一個計數器。]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[在你的維持開始變形,如果有至少一個+1 / +1,刪除其中一個計數器。]]

></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
    local counters2 = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
         if counters2 ~= nil then
    EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), 1 )
         end
    end
           </RESOLUTION_TIME_ACTION>   
       <RESOLUTION_TIME_ACTION>
    local msg = ""
    msg = EffectSource():GetRef()
    EffectController():DisplayMessage( "results "..msg )
    </RESOLUTION_TIME_ACTION>
   
</TRIGGERED_ABILITY>

<ACTIVATED_ABILITY resource_id="5">   
        <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Proteus morphs into target creature.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Proteus se transforme en créature ciblée.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Proteus se transforma en criatura objetivo.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Proteus verwandelt sich in eine Kreatur deiner

Wahl.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Proteus si trasforma in una creatura bersaglio.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャーにプロテウスモーフ。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{대상 생물에 테우스 변경해.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Proteus превращается в целевое существо.]]

></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Proteus se transforma em uma criatura alvo.]]

></LOCALISED_TEXT>
           <COST mana_cost="{0}" type="Mana" />
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CARD_NAME, OP_NOT, "PROTEUS" )
    filter:SetZone( ZONE_BATTLEFIELD ) 
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_CLONE", EffectDC():Make_Targets(0),

QUERY_FLAG_MAY )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if ( target_creature ~= nil ) then   
       target_creature:StoreCopiableValues(EffectDC():Make_Chest(1))   -- this grabs the copiable values from the

target and puts them into a datachest
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))      -- this needs to be here to refire

any other transition triggers (e.g. devour)
       EffectDC():Protect_CardPtr( COMPARTMENT_ID_EFFECT_SOURCE )          -- this stops the effect from being

wiped when we complete the zonechange
    end
    </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="1">
    if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
      EffectSource():GetCurrentCharacteristics():GrantAbility(2)
      EffectSource():GetCurrentCharacteristics():GrantAbility(3)
      EffectSource():GetCurrentCharacteristics():GrantAbility(4)
      EffectSource():GetCurrentCharacteristics():GrantAbility(5)
    -- if you want to do other things as part of the copy effect, DO SO HERE
       -- e.g EffectSource():GetCurrentCharacteristics():GrantAbility(1)
       -- e.g EffectSource():GetCurrentCharacteristics():Power_Set(7)
       -- e.g EffectSource():GetCurrentCharacteristics():Toughness_Set(7)
    end
    </CONTINUOUS_ACTION>
      <DURATION>
    return (EffectSource() == nil)
    </DURATION>

</ACTIVATED_ABILITY>

 
  <AI_BASE_SCORE score="2000" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 10 Oct 2013, 11:19

NeoAnderson wrote:i don't know how to keep unchanged the name.
There's no way to change card names dynamically in DotP, that's why Lazav, Dimir Mastermind and Sakashima the Impostor are impossible to code.
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Re: Formal Request Thread

Postby NeoAnderson » 10 Oct 2013, 11:35

thefiremind wrote:
NeoAnderson wrote:i don't know how to keep unchanged the name.
There's no way to change card names dynamically in DotP, that's why Lazav, Dimir Mastermind and Sakashima the Impostor are impossible to code.
Thanks for your quick reply @Fire, any suggestion to implement Legendary limitation with shapeshifter ability? There is another field i can use to check the duplicity???
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Re: Formal Request Thread

Postby fallenangle » 10 Oct 2013, 11:41

I just want to thank thefiremind for his patience and his clear explanation. It turns out I had an old PLW_LOL that I hadn't removed, and everything worked perfectly after I got rid of it. I only wish I could thank you five times for your post explaining where to look for the bad file. Thank you so much! Our Planeswalkers are no longer in another castle! :lol:
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Re: Formal Request Thread

Postby thefiremind » 10 Oct 2013, 12:11

NeoAnderson wrote:Thanks for your quick reply @Fire, any suggestion to implement Legendary limitation with shapeshifter ability? There is another field i can use to check the duplicity???
You could invent a new creature sub-type and add it to Proteus when he's transformed, then add an ability that states that you can't control more than one creature with that sub-type. But there's a problem: putting such an ability directly inside Proteus means that you'll have multiple copies of the ability exactly when you need it, and if you let all the abilities trigger you'll be asked about which Proteus you want to keep more than once. So you would need to make an invisible token that manages that ability, and the complexity would grow a lot.
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Re: Formal Request Thread

Postby NeoAnderson » 10 Oct 2013, 14:37

Thanks again, i understand your meaning, and i think my programming capabilities are not so strong :-) anyway i am trying another way.
When cast the first Proteus, it should exile all other Proteus(inside hand and library) until he is in game. But i still have to resolve some issues, first of all i have to do it separately for zone hand and zone library this should be easier. The second issue is that the cards don't go back inside the library when he dies, they simple stay inside the exile zone. To make it i used partial code of Detention Sphere.
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