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Formal Request Thread

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Re: Formal Request Thread

Postby RiiakShiNal » 16 Oct 2013, 21:57

You can do a hackish workaround using an ability that increases the casting cost of the card by {1} when cast is considered then when doing the effect use GetEffectX() + 1 to get the amount for {X}. That way you don't change the CMC and you can enforce {X} cannot be 0 without having the card do nothing. The flip-side is that if a player wants to cast it with {X} equal to 4 they need to select 3 when choosing the cost (always 1 less than the {X} they want).

Edit: Just realized this would cause problems with cards that want to make you cast the card for free as then {X} can't be anything but 0, but at the same time the card states that it can't be 0 which should make it not cast-able, but I don't think the game will allow us to make it non-cast-able.
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Re: Formal Request Thread

Postby jacque » 16 Oct 2013, 23:56

SystemSCSnake wrote:EDIT: Add Walking Archive, Kami of the Crescent Moon and Jace's Archivist to that. I should probably just learn to code myself :?
Here you go... the rest of them... =)
Attachments
WALKING_ARCHIVE_097092.rar
Tested: Revenge, FFA...
Updated: Forgot to revert back the Activation Cost I modified for testing earlier... This fixed...
(109.66 KiB) Downloaded 241 times
KAMI_OF_THE_CRESCENT_MOON_084364.rar
Not tested... Copy pasted Howling Mine directly onto Kami...
(110.32 KiB) Downloaded 215 times
JACES_ARCHIVIST_220244.rar
Tested: Revenge, FFA...
(112.96 KiB) Downloaded 241 times
Last edited by jacque on 17 Oct 2013, 10:42, edited 1 time in total.
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Re: Formal Request Thread

Postby chieuduong » 17 Oct 2013, 02:48

Just wondering can anyone kindly stack the DOTP 2013 soundtrack in a rar file and share it here/msg me since the new 2014 soundtrack is not that great IMO so I'm trying to replace them but I don't have the old dotp 2013 anymore :D
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Re: Formal Request Thread

Postby jacque » 17 Oct 2013, 10:07

Can someone help me code Delay please? Thanks!
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Re: Formal Request Thread

Postby thefiremind » 17 Oct 2013, 11:32

jacque wrote:Can someone help me code Delay please? Thanks!
I based it on my Jhoira of the Ghitu. You need my mod for the definition of TFM_FAKE_SUSPEND_CHARACTERISTIC, and the latest version of the game might be needed for the CounterSpell function to accept a parameter (I don't know if it worked already before the expansion).
Delay (tested, needs my mod) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="DELAY_132228" />
  <CARDNAME text="DELAY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Delay]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Retard]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Retrasar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzögern]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ritardo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[遅延]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Delay]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Промедление]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atrasar]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="132228" />
  <ARTID value="132228" />
  <ARTIST name="Ron Spears" />
  <CASTING_COST cost="{1}{U}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="FUT" />
  <RARITY metaname="U" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner’s graveyard. If it doesn’t have suspend, it gains suspend.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Contrecarrez le sort ciblé. Si ce sort est contrecarré de cette manière, exilez-le avec trois marqueurs « temps » sur lui au lieu de le mettre dans le cimetière de son propriétaire. S’il n’a pas la suspension, il acquiert la suspension.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Contrarresta el hechizo objetivo. Si el hechizo se contrarresta de esta manera, remuévelo del juego con tres contadores de tiempo sobre él en vez de ponerlo en el cementerio de su propietario. Si no tiene la habilidad de suspender, gana la habilidad de suspender.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Neutralisiere einen Zauberspruch deiner Wahl. Wenn der Zauberspruch auf diese Weise neutralisiert wird, schicke ihn mit drei Zeitmarken ins Exil, anstatt ihn auf den Friedhof seines Besitzers zu legen. Wenn er nicht Aussetzen hat, erhält er Aussetzen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Neutralizza una magia bersaglio. Se la magia è neutralizzata in questo modo, esiliala con tre segnalini tempo su di essa invece di metterla nel cimitero del suo proprietario. Se non ha sospendere, guadagna sospendere.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[呪文1つを対象とし、それを打ち消す。 それがこれにより打ち消された場合、それをオーナーの墓地に置く代わりに、それを時間カウンターが3個置かれた状態でゲームから取り除く。 それが待機を持っていない場合、それは待機を得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner’s graveyard. If it doesn’t have suspend, it gains suspend.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Отмените целевое заклинание. Если то заклинание отменяется таким способом, удалите его из игры с тремя временными жетонами на нем вместо того, чтобы положить его на кладбище его владельца. Если оно не имеет Отсрочки, оно ее получает.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Anule a mágica alvo. Se a mágica for anulada dessa maneira, exile-a com três marcadores temporais sobre ela em vez de colocá-la no cemitério de seu dono. Se não tiver suspender, ele vai receber suspender.]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Time" proliferate="11" />
    <TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COUNTER" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetZone(ZONE_STACK)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       EffectDC():Get_Targets(0):Protect_CardPtr(0)
       target:CounterSpell(ZONE_EXILE)
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       if target:GetZone() == ZONE_EXILE then
          target:AddCounters( MTG():GetCountersType("Time"), 3 )
       else
           -- If it's not in exile (maybe because it can't be countered), let's clear the pointer so that the next actions fail
          EffectDC():Get_Targets(0):Free_Compartment(0)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="8">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:GetCurrentCharacteristics():Bool_Set(TFM_FAKE_SUSPEND_CHARACTERISTIC, 1)
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:GrantAbility(0)
       characteristics:GrantAbility(1)
       characteristics:GrantAbility(2)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectDC():Get_Targets(0):Get_CardPtr(0) == nil
    </DURATION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
    <SFX text="TARGET_PLASMA_PLAY" />
  </SPELL_ABILITY>
  <TRIGGERED_ABILITY resource_id="0" active_zone="ZONE_EXILE">
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <INTERVENING_IF>
    return EffectSourceLKI():CountCounters( MTG():GetCountersType("Time") ) &gt; 0
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():RemoveCounters( MTG():GetCountersType("Time"), 1 )   
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP always="1" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY resource_id="1" active_zone="ZONE_EXILE">
    <TRIGGER value="COUNTERS_CHANGED" simple_qualifier="self">
    return GetAmount() &lt; 0 and
    CounterTypeIndex() == MTG():GetCountersType("Time") and
    EffectSource():CountCounters( MTG():GetCountersType("Time") ) == 0
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local source = EffectSource()
    if source ~= nil and source:GetOwner():CanCastSpellForFree(source) then
       EffectDC():Protect_CardPtr(COMPARTMENT_ID_EFFECT_SOURCE)
       source:GetOwner():CastSpellForFree(source)
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local source = EffectSource()
    if source ~= nil then
       local delayDC = EffectDC():Make_Chest(1)
       delayDC:Set_CardPtr(0, source)
       delayDC:Protect_CardPtr(0)
       delayDC:Set_PlayerPtr( 1, source:GetOwner() )
       MTG():CreateDelayedTrigger(2, delayDC)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_STACK">
    return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and
    TriggerObject() == EffectDC():Get_CardPtr(0) and
    TriggerObject():GetPlayer() == EffectDC():Get_PlayerPtr(1)
    </TRIGGER>
    <CONTINUOUS_ACTION layer="6">
    if TriggerObject() ~= nil then
       TriggerObject():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HASTE, 1)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return TriggerObject() == nil or TriggerObject():GetController() ~= EffectDC():Get_PlayerPtr(1)
    </DURATION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_TITLE_SUSPEND" body="MORE_INFO_BODY_SUSPEND" zone="ZONE_ANY" />
  <AI_BASE_SCORE score="600" zone="ZONE_HAND" />
</CARD_V2>
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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Re: Formal Request Thread

Postby jacque » 17 Oct 2013, 15:44

thefiremind wrote:I based it on my Jhoira of the Ghitu.
Should have searched thoroughly >.< Was so into getting that card figured out... Thanks again TFM!!!

Can I request for Scent of Brine as well?
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Re: Formal Request Thread

Postby Rickycoe123 » 17 Oct 2013, 17:54

Can anyone make

Mortivore, Dread, Liliana's Shade, Mindcrank and Hex.

Ill update if i need more
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Re: Formal Request Thread

Postby thefiremind » 17 Oct 2013, 18:19

jacque wrote:Can I request for Scent of Brine as well?
Scent of Brine (untested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SCENT_OF_BRINE_15266" />
  <CARDNAME text="SCENT_OF_BRINE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Profumo di Acqua Salmastra]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Scent of Brine]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="15266" />
  <ARTID value="15266" />
  <ARTIST name="Greg Staples" />
  <CASTING_COST cost="{1}{U}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="CG" />
  <RARITY metaname="C" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rivela un qualsiasi numero di carte blu dalla tua mano. Neutralizza una magia bersaglio a meno che il suo controllore paghi {1} per ogni carta rivelata in questo modo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COUNTER" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetZone(ZONE_STACK)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local controller = EffectController()
       local filter = ClearFilter()
       filter:Add(FE_COLOUR, OP_IS, COLOUR_BLUE)
       filter:SetZone( ZONE_HAND, EffectController() )
       local count = filter:Count()
       if count &gt; 0 then
          controller:SetItemCount(count)
          for i=0,count-1 do
             controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_CARD_TO_REVEAL")
          end
          controller:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local revealDC = EffectDC():Get_Targets(1)
    if revealDC ~= nil then
       local reveal_count = revealDC:Count()
       if reveal_count &gt; 0 then
          EffectDC():Set_Int(2, reveal_count)
          for i=0,reveal_count-1 do
             revealDC:Get_CardPtr(i):Reveal()
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local player = target:GetPlayer()
       local x_string = "{"..EffectDC():Get_Int(2).."}"
       if player ~= nil and player:CanPayManaCost(x_string) then
          player:SetCustomQueryInstructionValue( EffectDC():Get_Int(2) )
          player:BeginNewMultipleChoice()
          player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_AMOUNT", player:CanPayManaCost(x_string) )
          player:AddMultipleChoiceAnswer("CARD_QUERY_OPTION_IS_COUNTERED")
          player:AskMultipleChoiceQuestion("CARD_QUERY_MC_PAY_OR_COUNTERED", target)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local player = target:GetPlayer()
       local x_string = "{"..EffectDC():Get_Int(2).."}"
       if player ~= nil and player:CanPayManaCost(x_string) and player:GetMultipleChoiceResult() == 0 then
          player:PayManaCost(x_string)
       else
          target:CounterSpell()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
    <SFX text="TARGET_PLASMA_PLAY" />
  </SPELL_ABILITY>
  <AI_BASE_SCORE score="900" zone="ZONE_HAND" />
</CARD_V2>
If you search inside my mod's TEXT_PERMANENT for TFM_CARD_QUERY_OPTION_PAY_AMOUNT and TFM_CARD_QUERY_MC_PAY_OR_COUNTERED you can find how I localised them so that the option text makes use of the SetCustomQueryInstructionValue function.

Rickycoe123 wrote:Mortivore
It appears that Mortivore can be found here.

Rickycoe123 wrote:Liliana's Shade
Liliana's Shade (untested) | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LILIANAS_SHADE_301097" />
  <CARDNAME text="LILIANAS_SHADE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Liliana’s Shade]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ombre de Liliana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sombra de Liliana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lilianas Schatten]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ombra di Liliana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[リリアナの影]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[릴리아나의 그림자]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Тень Лилианы]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sombra de Liliana]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="301097" />
  <ARTID value="143845" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{B}{B}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Shade" />
  <EXPANSION value="DPG" />
  <RARITY metaname="C" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Liliana’s Shade enters the battlefield, you may search your library for a Swamp card, reveal it, put it into your hand, then shuffle your library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand l’Ombre de Liliana arrive sur le champ de bataille, vous pouvez chercher dans votre bibliothèque une carte de marais, la révéler, la mettre dans votre main et mélanger ensuite votre bibliothèque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Sombra de Liliana entre al campo de batalla, puedes buscar en tu biblioteca una carta de Pantano, mostrarla, ponerla en tu mano y luego barajar tu biblioteca.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn Lilianas Schatten ins Spiel kommt, kannst du deine Bibliothek nach einer Sumpf-Karte durchsuchen, sie offen vorzeigen, auf deine Hand nehmen und dann deine Bibliothek mischen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l’Ombra di Liliana entra nel campo di battaglia, puoi passare in rassegna il tuo grimorio per una carta Palude, rivelarla e aggiungerla alla tua mano. Poi rimescola il tuo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[リリアナの影が戦場に出たとき、あなたはあなたのライブラリーから沼カードを1枚探してもよい。そうしたなら、それを公開してあなたの手札に加え、その後あなたのライブラリーを切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[릴리아나의 그림자가 전장에 들어올 때, 당신은 당신의 서고에서 늪 카드 한 장을 찾아 공개한 후 당신의 손으로 가져갈 수 있다. 그렇게 한다면 당신의 서고를 섞는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Тень Лилианы выходит на поле битвы, вы можете найти в вашей библиотеке карту Болота, показать ее, положить ее в вашу руку, затем перетасовать вашу библиотеку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Sombra de Liliana entra no campo de batalha, você pode procurar um card de Pântano em seu grimório, revelá-lo, colocá-lo na sua mão e depois embaralhar seu grimório.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add(FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP)
    filter:SetZone( ZONE_LIBRARY, EffectController() )                       
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_SWAMP_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:GuidedReveal( target:GetZone(), ZONE_HAND )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:PutInHand()
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
    <MAY />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY firebreathing="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{B}: Liliana’s Shade gets +1/+1 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{B}: L’Ombre de Liliana gagne +1/+1 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{B}: La Sombra de Liliana obtiene +1/+1 hasta el final del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{B}: Lilianas Schatten erhält +1/+1 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{B}: L’Ombra di Liliana prende +1/+1 fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{B}:リリアナの影はターン終了時まで+1/+1の修整を受ける。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{B}: 릴리아나의 그림자는 턴종료까지 +1/+1을 받는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{B}: Тень Лилианы получает +1/+1 до конца хода.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{B}: Sombra de Liliana recebe +1/+1 até o final do turno.]]></LOCALISED_TEXT>
    <COST mana_cost="{B}" type="Mana" />
    <CONTINUOUS_ACTION layer="7C">
    if EffectSource() ~= nil then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:Power_Add(1)
       characteristics:Toughness_Add(1)
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" window_in_combat="1" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
  </ACTIVATED_ABILITY>
  <SFX text="COMBAT_BITE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BITE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Quickly converted from DotP2013.

Rickycoe123 wrote:Hex
Hex (untested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="HEX_89059" />
  <CARDNAME text="HEX" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hex]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Maléfice hexagonal]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Brujería]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verhexen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Anatema]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[呪詛]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Hex]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сглаз]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bruxaria]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="89059" />
  <ARTID value="89059" />
  <ARTIST name="Michael Sutfin" />
  <CASTING_COST cost="{4}{B}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When killing five just isn’t enough.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si en tuer cinq ne vous suffit pas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando matar a cinco no es suficiente.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Manchmal sind sieben auf einen Streich zuviel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando ucciderne cinque non basta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[片手で余る時のために。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When killing five just isn’t enough.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда убить пятерых просто недостаточно.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando matar cinco não basta.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Sorcery" />
  <EXPANSION value="RAV" />
  <RARITY metaname="R" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Destroy six target creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Détruisez six créatures ciblées.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destruye seis criaturas objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zerstöre sechs Kreaturen deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distruggi sei creature bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー6体を対象とし、それらを破壊する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Destroy six target creatures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Уничтожьте шесть целевых существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Destrói seis criaturas alvo.]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" definition="0" compartment="0" count="6" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    for i=0,5 do
       local target = EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target ~= nil then
          target:Destroy()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
    <SFX text="TARGET_PESTS_PLAY" />
  </SPELL_ABILITY>
  <AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
</CARD_V2>
This is super-easy: just a Murder with 6 targets.

Rickycoe123 wrote:Dread
Dread (untested) | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="DREAD_276804" />
  <CARDNAME text="DREAD" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dread]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Effroi]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pavor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Grauen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Timore]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[戦慄]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[두려움]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Жуть]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Temor]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="276804" />
  <ARTID value="109030" />
  <ARTIST name="Matt Cavotta" />
  <CASTING_COST cost="{3}{B}{B}{B}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Elemental" />
  <SUB_TYPE metaname="Incarnation" />
  <EXPANSION value="DPG" />
  <RARITY metaname="R" />
  <POWER value="6" />
  <TOUGHNESS value="6" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Fear]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Peur]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Inspirar temor.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Furcht]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Paura]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[畏怖]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[공포]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Страх]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Amedrontar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FEAR" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature deals damage to you, destroy it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature vous inflige des blessures, détruisez-la.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una criatura te haga daño, destrúyela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur dir Schaden zufügt, zerstöre sie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura ti infligge danno, distruggila.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかのクリーチャーがあなたにダメージを与えるたび、それを破壊する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물이 당신에게 피해를 입힐 때마다, 그 생물을 파괴한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда существо наносит вам повреждения, уничтожьте его.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma criatura causar dano a você, destrua-a.]]></LOCALISED_TEXT>
    <TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER">
    return SecondaryPlayer() == EffectController() and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():Destroy()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Dread is put into a graveyard from anywhere, shuffle it into its owner’s library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand l’Effroi est mis dans un cimetière d’où qu’il vienne, mélangez-le dans la bibliothèque de son propriétaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Pavor vaya a un cementerio desde cualquier parte, barájalo en la biblioteca de su propietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn das Grauen von egal woher in einen Friedhof gelegt würde, mische es in die Bibliothek seines Besitzers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Timore viene messo in un cimitero da qualsiasi zona, rimescolalo nel grimorio del suo proprietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[戦慄がいずれかの領域からいずれかの墓地に置かれたとき、これをオーナーのライブラリーに加えて切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[두려움이 어디서부터든 무덤에 들어갈 때, 두려움을 소유자의 서고에 섞어 넣는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Жуть попадает откуда-либо на кладбище, втасуйте ее в библиотеку ее владельца.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Temor for colocada num cemitério vinda de qualquer lugar, embaralhe-a no grimório de seu dono.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():PutOnTopOfLibrary()
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_15" body="MORE_INFO_BADGE_BODY_15" zone="ZONE_ANY" />
  <SFX text="COMBAT_BITE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BITE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
I haven't written a single line of code in order to update this one from DotP2013: Fear from Avatar of Woe, second ability from No Mercy (in the expansion), third ability from Hostility.

Rickycoe123 wrote:Mindcrank
Mindcrank (untested) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="MINDCRANK_233078" />
  <CARDNAME text="MINDCRANK" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mindcrank]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Manivelle à esprit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Perforamente]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schädelkurbel]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Trivellamente]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[精神クランク]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mindcrank]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мозговорот]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Manivela Mental]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="233078" />
  <ARTID value="233078" />
  <ARTIST name="Chris Rahn" />
  <CASTING_COST cost="{2}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Let go of your memories and be reborn.”
—Argent Etchings, plate 106, passage 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Abandonne tes souvenirs et renais. »
—Les Gravures d’argent, plaque 106, passage 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Olvida tus recuerdos y renace.”
—Grabados argénteos, placa 106, pasaje 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Lasse deine Erinnerungen los, um wiedergeboren zu werden.”
—Die Silberstiche, Tafel 106, Passus 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Lascia andare i tuoi ricordi e rinasci.”
—Incisioni d’Argento, placca 106, passaggio 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「お前の記憶を放ち、生まれ変わらせよ。」
――銀白の刻文、第106板、第27節]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“Let go of your memories and be reborn.”
—Argent Etchings, plate 106, passage 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Отпусти свои воспоминания и переродись».
— Серебристые Гравировки, лист 106, выдержка 27]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Libere-se de suas memórias e renasça.”
— Entalhes de Argento, chapa 106, trecho 27]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" />
  <EXPANSION value="NPH" />
  <RARITY metaname="U" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent loses life, that player puts that many cards from the top of his or her library into his or her graveyard.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un adversaire perd des points de vie, ce joueur met autant de cartes du dessus de sa bibliothèque dans son cimetière.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente pierda vidas, ese jugador pone esa misma cantidad de cartas de la parte superior de su biblioteca en su cementerio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner Lebenspunkte verliert, legt dieser Spieler so viele Karten oben von seiner Bibliothek auf seinen Friedhof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario perde punti vita, quel giocatore mette nel suo cimitero altrettante carte dalla cima del suo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの対戦相手がライフを失うたび、そのプレイヤーは自分のライブラリーの一番上からその点数に等しい枚数のカードを自分の墓地に置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent loses life, that player puts that many cards from the top of his or her library into his or her graveyard.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда оппонент теряет сколько-нибудь жизней, он кладет соответствующее количество карт с верха своей библиотеки на свое кладбище.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente perde pontos de vida, aquele jogador coloca uma quantidade equivalente de cards do topo do próprio grimório no próprio cemitério.]]></LOCALISED_TEXT>
    <TRIGGER value="PLAYER_LOST_LIFE">
    return TriggerPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = TriggerPlayer()
    if player ~= nil then
       player:MillCards( GetAmount() )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
And this should complete the last requests.
< Former DotP 2012/2013/2014 modder >
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Re: Formal Request Thread

Postby Rickycoe123 » 17 Oct 2013, 19:03

So do i have to just save these as xmls? and then find images?
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Re: Formal Request Thread

Postby jacque » 18 Oct 2013, 01:42

thefiremind wrote:you can find how I localised them so that the option text makes use of the SetCustomQueryInstructionValue function.
WEEEEEEEEEEEEEEEEEEEEEEEEE... Learnt something new again!!! Thanks TFM!!! *I'll rework on all the cards I've released =)*
Learn making your own cards today!!!

Click on Image if a post/reply helped you.

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

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Re: Formal Request Thread

Postby thefiremind » 18 Oct 2013, 08:32

Rickycoe123 wrote:So do i have to just save these as xmls? and then find images?
Yes, but be sure to save the XMLs with UTF-8 encoding and not ANSI. Maybe jacque's tutorials (1) and (2) can help you.

jacque wrote:WEEEEEEEEEEEEEEEEEEEEEEEEE... Learnt something new again!!! Thanks TFM!!! *I'll rework on all the cards I've released =)*
Just remember that, unlike DotP2013, DotP2014 doesn't work properly if you use the %d more than once in the same query: the first time it works OK, the second time it displays garbage rather than what you set. That's why I inserted the amount only in the answer and not in the question.

EDIT: Just for your information, I tried to add to Mind Grind a dummy target that depends on X, but it didn't work as expected: the card was still playable with X=0. :(
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Re: Formal Request Thread

Postby drleg3nd » 18 Oct 2013, 14:05

thefiremind wrote:
jacque wrote:Can I request for Scent of Brine as well?
And this should complete the last requests.
I still have requests unanswered 8-[
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Re: Formal Request Thread

Postby thefiremind » 18 Oct 2013, 15:14

drleg3nd wrote:I still have requests unanswered 8-[
I had that feeling, but I can't really understand which ones are still unanswered. :oops:
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Re: Formal Request Thread

Postby drleg3nd » 18 Oct 2013, 16:17

thefiremind wrote:
drleg3nd wrote:I still have requests unanswered 8-[
I had that feeling, but I can't really understand which ones are still unanswered. :oops:
page 103, the defect cards links
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Re: Formal Request Thread

Postby sumomole » 18 Oct 2013, 16:43

drleg3nd wrote:
thefiremind wrote:
drleg3nd wrote:I still have requests unanswered 8-[
I had that feeling, but I can't really understand which ones are still unanswered. :oops:
page 103, the defect cards links
Are these?
Disciple of Phenax | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Disciple of Phenax enters the battlefield, target player reveals a number of cards from his or her hand equal to your devotion to black. You choose one of them. That player discards that card.]]></LOCALISED_TEXT>
    <SFX text="TARGET_PESTS_PLAY" />
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_DISCARD_1" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_IS_PERMANENT, true )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    local total = filter:ChromaCount(COLOUR_BLACK)
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
      filter:Clear()
      filter:SetZone( ZONE_HAND, target_player)
      target_player:SetItemCount( total )
      for i = 0,(total-1) do
         target_player:SetItemPrompt (i, "CARD_QUERY_CHOOSE_CARD_TO_REVEAL" )
      end
      target_player:ChooseItems( EffectDC():Make_Targets(1) )
    end      
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_DC = EffectDC():Get_Targets(1)
    local i = 1
    if target_DC ~= nil then
      local target_card = target_DC:Get_CardPtr(0)
       while target_card ~= nil do
          target_card:Reveal()
          target_card = target_DC:Get_CardPtr(i)
          i=i+1
       end
       EffectController():ChooseItemFromDC( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD", target_DC, EffectDC():Make_Targets(2))
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local chosen_card = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_CardPtr(0)       
    if chosen_card ~= nil then
       chosen_card:Discard()
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </TRIGGERED_ABILITY>
Kragma Warcaller | Open
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Minotaur creatures you control have haste.]]></LOCALISED_TEXT>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_MINOTAUR )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
    <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_HASTE, 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Minotaur you control attacks, it gets +2/+0 until end of turn.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="objectyoucontrol">
    return TriggerObject():GetSubType():Test(CREATURE_TYPE_MINOTAUR)
   </TRIGGER>
    <CONTINUOUS_ACTION layer="7C">
    if TriggerObject() ~= nil then
       local characteristics = TriggerObject():GetCurrentCharacteristics()
       characteristics:Power_Add( 2 )
       characteristics:Toughness_Add( 0 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <AUTO_SKIP always="1" />
  </TRIGGERED_ABILITY>
Abhorrent Overlord | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Abhorrent Overlord enters the battlefield, put a number of 1/1 black Harpy creature tokens with flying onto the battlefield equal to your devotion to black.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_IS_PERMANENT, true )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    local total = filter:ChromaCount(COLOUR_BLACK)
    MTG():PutTokensOntoBattlefield( "TOKEN_HARPY_1_1_B_247055", total, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_HARPY_1_1_B_247055" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, Sacrifice a creature.]]></LOCALISED_TEXT>
   <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       EffectController():Sacrifice( target )
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Blaze Commando | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.]]></LOCALISED_TEXT>
    <TRIGGER value="SOURCE_DEALS_DAMAGE" simple_qualifier="objectyoucontrol" damage_type="all">
    return (TriggerObject():GetCardType():Test(CARD_TYPE_INSTANT) or TriggerObject():GetCardType():Test(CARD_TYPE_SORCERY))
   </TRIGGER>
   <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_SOLDIER_1_1_RW_812350806", 2, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_SOLDIER_1_1_RW_812350806" />
Gods Willing | Open
Code: Select all
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature you control gains protection from the color of your choice until end of turn. Scry 1.]]></LOCALISED_TEXT>
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_GAIN_PROTECTION_FROM_COLOUR" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local filter = ClearFilter()
       filter:Add( FE_COLOUR, OP_IS, GetChosenColour() )
       target:Protection()
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:SetZone( ZONE_LIBRARY, EffectController() )
    filter:SetPortion( 1 )
    EffectController():ChooseItem ("CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
    if target ~= nil then
      target:PutOnBottomOfLibrary()
    end
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <AI_AVAILABILITY window_step="declare_attackers" window_turn="my_turn" type="window" />
  <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY type="in_response" response_source="1" />
  <AI_AVAILABILITY type="in_response" response_target="1" />
  <HELP title="MORE_INFO_TITLE_PROTECTION" body="MORE_INFO_BODY_PROTECTION" zone="ZONE_ANY" />
  <AI_BASE_SCORE score="600" zone="ZONE_HAND" />
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