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Formal Request Thread

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Re: Formal Request Thread

Postby DrakkenMT » 01 Nov 2013, 20:07

ooooh, that makes sense. will the trigger still have the "may" type action for the sacrifice rather than forcing one though?
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Re: Formal Request Thread

Postby thefiremind » 01 Nov 2013, 21:10

DrakkenMT wrote:will the trigger still have the "may" type action for the sacrifice rather than forcing one though?
I added QUERY_FLAG_MAY to the sacrifice query, so you can click on Finish if you don't want to sacrifice. A <MAY /> block would just force the player to click one more button, with no advantage.
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Re: Formal Request Thread

Postby NEMESiS » 01 Nov 2013, 23:07

thefiremind wrote:
NEMESiS wrote:I would take an "attempt" at its restrictions of the card if any of you wants to offer your time. I don't think I can come close to coding the restrictions. :?
Start from this:
Ruhan of the Fomori (incomplete) | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="RUHAN_OF_THE_FOMORI_991236477" />
  <CARDNAME text="RUHAN_OF_THE_FOMORI" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ruhan des Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ruhan de los Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ruhan von den Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ruhan dei Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[フォモーリのルーハン]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="991236477" />
  <ARTID value="991236477" />
  <ARTIST name="Raymond Swanland" />
  <CASTING_COST cost="{1}{R}{W}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Libre de toute allégeance, motivé par la guerre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Libre de lealtades, impulsado por la guerra.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Krieg treibt ihn an, egal wohin.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Libero da qualsiasi fedeltà, spinto dalla guerra.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忠義により自由となり、戦争により突き動かされる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Giant" />
  <SUB_TYPE metaname="Warrior" />
  <EXPANSION value="CMD" />
  <RARITY metaname="M" />
  <POWER value="7" />
  <TOUGHNESS value="7" />
  <STATIC_ABILITY linked_ability_group="1">
    <CONTINUOUS_ACTION layer="8">
    -- If Ruhan can't attack the chosen opponent, set state to 0 in this action.

    local source = EffectSource()
    if source ~= nil then
       local filter = ClearFilter()
       local opponent = LinkedDC():Get_PlayerPtr(0)
       local state = 1

       -- 1. No chosen opponent
       if opponent == nil then
          state = 0
       end

       -- 2. Opponent controls a Form of the Dragon and Ruhan can't fly
       filter:Clear()
       filter:Add(FE_CONTROLLER, OP_IS, opponent)
       filter:Add(FE_CARD_NAME, OP_IS, "FORM_OF_THE_DRAGON")
       if filter:CountStopAt(1) == 1 and source:GetCurrentCharacteristics():Bool_Get(CHARACTERISTIC_FLYING) == false then
          state = 0
       end

       LinkedDC():Set_Int(1, state)
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début du combat pendant votre tour, choisissez un adversaire au hasard. Ruhan des Fomori attaque ce joueur pendant ce combat si possible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo del combate en tu turno, elige un oponente al azar. Ruhan de los Fomori ataca a ese jugador este combate si puede.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bestimme zu Beginn des Kampfes in deinem Zug einen Gegner zufällig. Ruhan von den Fomori greift diesen Spieler in diesem Kampf an, falls möglich.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del combattimento nel tuo turno, scegli un avversario a caso. Ruhan dei Fomori attacca quel giocatore in questo combattimento, se può farlo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのターンの戦闘の開始時に、対戦相手1人を無作為に選ぶ。 フォモーリのルーハンは可能ならそのプレイヤーを攻撃する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_BEGIN_COMBAT
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:SetFilterType(FILTER_TYPE_PLAYERS)
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    local count = filter:EvaluatePlayers()
    local index = MTG():RandomNumberBetween(0, count-1)
    local opponent = filter:GetNthEvaluatedPlayer(index)
    LinkedDC():Set_PlayerPtr(0, opponent)
    MTG():CreateDelayedTrigger(1, nil)
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP no_effect_source="1" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY resource_id="1" linked_ability_group="1" replacement_effect="1">
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_END_OF_COMBAT
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    LinkedDC():Free_Compartment(0)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <STATIC_ABILITY linked_ability_group="1">
    <CONTINUOUS_ACTION layer="8">
    if LinkedDC():Get_Int(1) == 1 then
       if EffectSource() ~= nil then
          EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_MUST_ATTACK, 1)
       end
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
    <TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self" pre_trigger="1">
    if LinkedDC():Get_Int(1) == 1 then
       return TriggerPlayer() ~= LinkedDC():Get_PlayerPtr(0)
    end
    return false
    </TRIGGER>
  </TRIGGERED_ABILITY>
  <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="-150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Everytime you come up with a scenario where Ruhan isn't allowed to attack a player, add the conditions to the first ability as I did for Form of the Dragon. At least, it's a start. :)
Thank you, I will give it ago. :D
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Re: Formal Request Thread

Postby Rickycoe123 » 02 Nov 2013, 21:02

Could i please have someone create Triad of Fates please
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Re: Formal Request Thread

Postby thefiremind » 02 Nov 2013, 22:25

Rickycoe123 wrote:Could i please have someone create Triad of Fates please
If you search for "Triad" on the forum, sumomole's mod is one of the results... :wink:
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Re: Formal Request Thread

Postby drleg3nd » 03 Nov 2013, 06:19

hey guys can someone chk this out..thx
Waste Not | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="21">
  <FILENAME text="WASTE_NOT_812350102" />
  <CARDNAME text="WASTE_NOT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="812350102" />
  <ARTID value="812350102" />
  <ARTIST name="Matt Stewart" />
  <CASTING_COST cost="{1}{B}" />
  <TYPE metaname="Enchantment" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
    <TRIGGER value="DISCARD" simple_qualifier="CARD_TYPE_CREATURE">
   return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
  </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_ZOMBIE_2_2_B_350768", 1, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
 
 
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
    <TRIGGER value="DISCARD" simple_qualifier="CARD_TYPE_LAND">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
     RSN_Produce( "{B}{B}", 1 )
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
    <TRIGGER value="DISCARD" simple_qualifier="CARD_TYPE_CREATURE"== false "CARD_TYPE_LAND"== false>
   return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
  </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(1)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="TOKEN_ZOMBIE_2_2_B_350768" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 03 Nov 2013, 09:43

drleg3nd wrote:hey guys can someone chk this out..thx
Using simple_qualifier like that is... uhm... very creative! :lol: Have you thought about looking into landfall cards for examples of how to make your triggers consider lands (or other card types)? If this is landfall:
Code: Select all
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
then "Whenever an opponent discards a land card" must be:
Code: Select all
    <TRIGGER value="DISCARD">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
same for creature cards, while the third ability will need both tests to be false:
Code: Select all
    <TRIGGER value="DISCARD">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) == false and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) == false
    </TRIGGER>
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Re: Formal Request Thread

Postby drleg3nd » 03 Nov 2013, 11:54

thefiremind wrote:Using simple_qualifier like that is... uhm... very creative! :lol: Have you thought about looking into landfall cards for examples of how to make your triggers consider lands (or other card types)? If this is landfall:
Code: Select all
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
then "Whenever an opponent discards a land card" must be:
Code: Select all
    <TRIGGER value="DISCARD">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
    </TRIGGER>
same for creature cards, while the third ability will need both tests to be false:
Code: Select all
    <TRIGGER value="DISCARD">
    return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) == false and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) == false
    </TRIGGER>
lol,i was using primeval bounty as my base and when i saw simple qualifier it looked so easy i tried to apply it to everything..was hoping it was another way to make things a lil more simpler like your scry code.
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Re: Formal Request Thread

Postby thefiremind » 03 Nov 2013, 13:00

simple_qualifier can perform only certain checks, and only one per trigger (meaning that if you need to do 2 or more checks that simple_qualifier can perform, you need to choose one for the simple_qualifier and code the other ones the usual way). Of course nobody taught me that, I just came to those conclusions by looking at the official cards.
  • "objectyoucontrol" --> TriggerObject():GetPlayer() == EffectController()
  • "controller" --> TriggerPlayer() == EffectController()
  • "self" --> TriggerObject() == EffectSource()
  • "another" --> TriggerObject() ~= EffectSource() (not sure if this still works in DotP2014, the executable still lists it so it probably works)
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Re: Formal Request Thread

Postby DrakkenMT » 03 Nov 2013, 20:40

Was wondering about Elderscale Wurm. so far haven't seen anything to help with the "As long as you have 7 or more life, damage that would reduce you to less than 7 reduces you to 7 instead"
Thank you Much
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Re: Formal Request Thread

Postby thefiremind » 03 Nov 2013, 20:51

DrakkenMT wrote:Was wondering about Elderscale Wurm. so far haven't seen anything to help with the "As long as you have 7 or more life, damage that would reduce you to less than 7 reduces you to 7 instead"
I quickly updated it from DotP2013. The necessary trigger still exists, so hopefully it should still work.
Elderscale Wurm (untested) | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ELDERSCALE_WURM_301086" />
  <CARDNAME text="ELDERSCALE_WURM" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Elderscale Wurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Guivre séculaire]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sierpe escamas ancianas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Altschuppiger Wurm]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Wurm Scagliantica]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[古鱗のワーム]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[늙은비늘 웜]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Могучий Вурм-Старейшина]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vorme Vetusto]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="301086" />
  <ARTID value="143888" />
  <ARTIST name="Richard Wright" />
  <CASTING_COST cost="{4}{G}{G}{G}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Wurm" />
  <EXPANSION value="DPG" />
  <RARITY metaname="M" />
  <POWER value="7" />
  <TOUGHNESS value="7" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Guivre séculaire arrive sur le champ de bataille, si votre total de points de vie est inférieur à 7, il devient 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Sierpe escamas ancianas entre al campo de batalla, si tu total de vidas es menos que 7, se convierte en 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Altschuppige Wurm ins Spiel kommt und du weniger als 7 Lebenspunkte hast, erhöht sich dein Lebenspunktestand auf 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Wurm Scagliantica entra nel campo di battaglia, se i tuoi punti vita sono meno di 7, diventano 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[古鱗のワームが戦場に出たとき、あなたのライフが7点未満である場合、あなたのライフの総量は7点になる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[늙은비늘 웜이 전장에 들어올 때, 만약 당신의 생명 총점이 7점보다 낮다면, 당신의 생명 총점은 7점이 된다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Могучий Вурм-Старейшина выходит на поле битвы, если ваше количество жизней меньше 7, ваше количество жизней становится равным 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Vorme Vetusto entrar no campo de batalha, se seu total de pontos de vida for inferior a 7, seu total de pontos de vida se tornará 7.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <INTERVENING_IF>
    return EffectController():GetLifeTotal() &lt; 7
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    EffectController():SetLifeTotal(7)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que votre total de points de vie est supérieur ou égal à 7, les blessures qui devraient réduire celui-ci à moins de 7 le réduisent à 7 à la place.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras tengas 7 o menos vidas, el daño que fuera a reducir tu total de vidas a menos de 7, en vez de eso, lo reduce a 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange du 7 oder mehr Lebenspunkte hast, reduziert Schaden, der deine Lebenspunkte auf unter 7 reduzieren würde, sie stattdessen auf 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che hai 7 o più punti vita, qualsiasi danno che ridurrebbe i tuoi punti vita a meno di 7 li riduce invece a 7.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのライフが7点以上であるかぎり、あなたのライフの合計を7点以下に減少させるダメージは、代わりにあなたのライフの総量が7点になるまで減少させる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신의 생명 총점이 7점 이상인 한, 당신의 생명 총점을 7점보다 낮게 만들 피해는 대신에 당신의 생명 총점을 7점으로 낮춘다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока у вас не менее 7 жизней, повреждения, которые должны снизить количество ваших жизней до значения менее 7, снижают его до 7 вместо этого.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto você tiver 7 ou mais pontos de vida, o dano que reduziria seu total de pontos de vida para menos de 7, em vez disso, o reduzirá a 7.]]></LOCALISED_TEXT>
    <TRIGGER value="PLAYER_LOST_LIFE_FROM_DAMAGE" pre_trigger="1">
    -- This effect protects the team in 2HG
    return EffectController():GetTeam() == TriggerPlayer():GetTeam()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = TriggerPlayer()
    if player ~= nil then
       local current_life = player:GetLifeTotal()
       if current_life &gt; 6 then
          local life_to_lose = GetAmount()
          if (current_life - life_to_lose) &lt; 7 then
             SetAmount(current_life - 7)
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <STATIC_ABILITY>
    <CONTINUOUS_ACTION layer="8">
    local current_life = EffectController():GetLifeTotal()
    if current_life &gt; 6 then
       EffectController():GetCurrentCharacteristics():Bool_Set(PLAYER_CHARACTERISTIC_AI_WORSHIP_HACK, 1)
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" 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="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby DrakkenMT » 04 Nov 2013, 00:46

sweet, thanks TFM, sorry for the delay in the responce
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Re: Formal Request Thread

Postby wtb300 » 04 Nov 2013, 03:20

I dont want a deck but i am looking for Squadron Hawk. if someone could maybe point me in the right direction that would be great
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Re: Formal Request Thread

Postby sumomole » 04 Nov 2013, 04:41

wtb300 wrote:I dont want a deck but i am looking for Squadron Hawk. if someone could maybe point me in the right direction that would be great
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Re: Formal Request Thread

Postby drleg3nd » 05 Nov 2013, 07:40

hey guys, can someone chk out this code,thx
Prognostic Sphinx | Open
Code: Select all
<ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Défaussez-vous d’une carte : Le Sphinx des auspices acquiert la défense talismanique jusqu’à la fin du tour. Engagez-le.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Descartar una carta: La Esfinge adivina gana la habilidad de antimaleficio hasta el final del turno. Gírala.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wirf eine Karte aus deiner Hand ab: Die Prophezeiende Sphinx erhält Fluchsicherheit bis zum Ende des Zuges. Tappe sie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scarta una carta: La Sfinge Profetica ha anti-malocchio fino alla fine del turno. TAPpala.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[カードを1枚捨てる:予知するスフィンクスはターン終了時まで呪禁を得る。これをタップする。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[카드 한 장을 버린다: 선견지명 스핑크스는 턴종료까지 방호 능력을 얻는다. 선견지명 스핑크스를 탭한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сбросьте карту: Сфинкс-Провидец получает Порчеустойчивость до конца хода. Поверните его.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Descarte um card: Esfinge Prognóstica ganha resistência a magia até o final do turno. Vire-a.]]></LOCALISED_TEXT>

    <COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetZone( ZONE_HAND, EffectController() )
    </COST_DEFINITION>

   <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_HEXPROOF, 1 )
    end
    TriggerObject():Tap()
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AUTO_SKIP always="1" />
  </ACTIVATED_ABILITY>

  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Prognostic Sphinx attacks, scry 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Sphinx des auspices attaque, regard 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la Esfinge adivina ataque, adivina 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn die Prophezeiende Sphinx angreift, wende Hellsicht 3 an.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la Sfinge Profetica attacca, profetizza 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[予知するスフィンクスが攻撃するたび、占術3を行う。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[선견지명 스핑크스가 공격할 때마다, 점술 3을 한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Сфинкс-Провидец атакует, предскажите 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Esfinge Prognóstica atacar, use vidência 3.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self" />

    <RESOLUTION_TIME_ACTION>
    TFM_Scry_Resolution1(3)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    TFM_Scry_Resolution2()
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    TFM_Scry_Resolution3()
    </RESOLUTION_TIME_ACTION>

  </TRIGGERED_ABILITY>
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