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Age of Dodekatheon - UPDATED 01/09/2014 DXT1 (183 cards)

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Re: Age of Dodekatheon - NEW UPDATED 11/08/2013 (107 cards)

Postby NeoAnderson » 10 Nov 2013, 12:59

xxd34thx wrote:well I tested the deck and the card I cant think of its name off the top of my head but the card that gives x of whatever mana when I use it my game crashes I have tried with and without black lotis, mox jet, swamps, and chrome mox for test. Am I doing something wrong? I really like the art work and also portal of the gods wont actiave after I pay 8 for it thanks have a good day.
Hi xxd34thx, thanks for your feedback, i would answer to you, i have checked the mentioned cards.

1. About the land if you are talking about the Tample of Athena :
This land works for me without any problem. It produces mana of colours land's opponent control can produce.
X is equal to the difference between opponent's number of lands and your number of lands.

Image

In game scenario 1, opponent 1 swamp, you have land of Athena,
it could produce black mana: but the difference is 0

Image
Image

In game scenario 2, opponent 1 swamp and 1 island, you have land of Athena,
it could produce black and blue mana: the difference is 1

Image
Image

2.Portal of gods need 1 important condition to be activated you must have less than 3 point of life

Image
Image
Image



So please let me know which Mods you have installed, because i think there are some missing functions, or something similar to make you issue with the land. (I have installed, Riiak's mana mod and core fixes, Thefiremind mods, BloodReyvyns Mods and S62 mod)
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Re: Age of Dodekatheon - NEW UPDATED 11/08/2013 (107 cards)

Postby NeoAnderson » 10 Nov 2013, 13:03

NVRSRRNDR wrote:Life drops sounds good and the
card graphics are looking really clean
and i am really interessted to test them

would be nice if u could send me an DL link

thx in advance

keep up the good work
Thanks for your interest i have sent to you the link by PM. Please let me know what you think about it, and also if you have any suggetions, or if you find any issue.

regards Mario
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Re: Age of Dodekatheon - NEW UPDATED 11/08/2013 (107 cards)

Postby CarpeDiem » 10 Nov 2013, 13:45

Hello again and good luck for your incredible work!
I've done all the french translations of your cards except Hades & Poséidon (My EditiX program can't save them).
Have a nice day! (or evening...)
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Re: Age of Dodekatheon - NEW UPDATED 11/08/2013 (107 cards)

Postby NeoAnderson » 10 Nov 2013, 15:27

CarpeDiem wrote:Hello again and good luck for your incredible work!
I've done all the french translations of your cards except Hades & Poséidon (My EditiX program can't save them).
Have a nice day! (or evening...)
Hi my dear friend, i am glad you are supporting my work, unfortunately is not so easy to use your translations, because it seems you worked not on the latest update, so there are some cards (old version) with some working bugs, now i have to double check exactly which cards are changed, for example HERAION land had a working bug i have resolved it inside latest version, the multistate land have some missing code who generate scriptlog,...so now i am not so sure exactly which cards are the same and which are changed.

Anyway i don't want to lose your help, i like to take care also about the french version. So i will copy the translation you made one by one, in these days trying to copy only the text parts. So please be patient if for some updates you still not see your language correctly translated.

If you can translated the latest cards when i make an update it will be easy to insert few cards each time!

Thanks a lot and keep in touch.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby NeoAnderson » 12 Nov 2013, 02:01

Riiak my dear friend,
I have to ask you a favor, i have made an Hydra Creature for my set, it is similar to your concept of Protean Hydra, but there are some differences.
I tried to replicate the myth of the Lernaean Hydra, it says this Hydra has a main head indestructible.
About the other heads as many hydra if you cut one head and don't burn the wound it grows back 2 heads.

So my idea to implement something near to this concept is:
First of all i have used internal states to manage the hydra status so there is no interference with counters.
I made this choice also to make this Hydra different from the other ones.
Creature type Hydra 1/1
Casting cost with {X} to add the initial power up.
If the Creature is not boosted it has indestructible.
Prevent any damage would be dealt to the hydra, update the internal state of power up with X -1/-1.Where X is the damage received. If hydra is not boosted no damage is dealt.

Now inside my set i am using some additional abilities who are active only if something happen.
The additional ability of hydra do this :
At end of the turn if the additional ability is enabled : power up the hydra with X +1/+1 where X is the double of the -1/-1 received this turn.

Here you can find the code:
Lernaean Hydra | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="14">
   <FILENAME text="LERNAEAN_HYDRA_X_X_G_7272506" />
   <CARDNAME text="LERNAEAN_HYDRA_X_X_G" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lernaean Hydra]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hydre de Lerne]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hidra de Lerna]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Hydra von Lerna]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Idra di Lerna]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lernaeanのハイドラ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lernaean 히드라]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Лернейской Гидры]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hidra de Lerna]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="7272506" />
   <ARTID value="7227506" />
   <ARTIST name="DigitalArt - Velinov" />
   <CASTING_COST cost="{X}{G}{G}{G}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Hydra" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="1" />



   <TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dew Drop]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Goutte de rosée]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Gota de rocío]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tautropfen]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Goccia di Rugiada]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[デュードロップ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[이슬]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Капля росы]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gota de Orvalho]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[露珠]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[露珠]]></LOCALISED_TEXT>
      <TRIGGER value="BECAME_TAPPED"  simple_qualifier="objectyoucontrol" />
        <INTERVENING_IF>
       local total = LinkedDC():Int_Get( 0 )
       if (total == 0) and (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) == true) then
          return true
       else
          return false
       end
       </INTERVENING_IF>

                <RESOLUTION_TIME_ACTION>
         LinkedDC():Int_Set( 0, 1 )
         </RESOLUTION_TIME_ACTION>
      
   </TRIGGERED_ABILITY>

<STATIC_ABILITY linked_ability_group="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever the Hydra of Lerna is not boosted by its ability, it has indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Chaque fois que l'Hydre de Lerne n'est pas renforcée par sa capacité, il est indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la Hidra de Lerna no se ve reforzada por su capacidad, tiene indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Hydra von Lerna nicht durch seine Fähigkeit verbessert hat unzerstörbar.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta l'Idra di Lerna non è potenziata dalla sua abilità, ha indistruttibile.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lernaのハイドラは、その能力によって強化されていないときはいつでも、不滅持っています。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[레 르네의 히드라가 능력에 의해 향상되지 않을 때마다, 불멸있다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Всякий раз, когда гидра Lerna не повышается благодаря своим способностям, имеет не поддается разрушению.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sempre que a Hidra de Lerna não é reforçada pela sua capacidade, tem indestrutível.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每當勒那九頭蛇不提高其能力,具有堅不可摧。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當勒那九頭蛇不提高其能力,具有堅不可摧。]]></LOCALISED_TEXT>


<CONTINUOUS_ACTION layer="7C">
    local oPow_Tough = LinkedDC():Int_Get( 10 )
    if EffectSource() ~= nil and oPow_Tough &gt; 0 then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:Power_Add( oPow_Tough )
   characteristics:Toughness_Add( oPow_Tough )
    end
    </CONTINUOUS_ACTION>

      <CONTINUOUS_ACTION layer="6">
    local oPow_Tough = LinkedDC():Int_Get( 10 )
    if EffectSource() ~= nil then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       local filter = ClearFilter()
       if oPow_Tough == 0 then
          characteristics:Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
       end
    end
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
      
   


<TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Hydra of Lerna enters the battlefield boosted by +X/+X.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L'Hydre de Lerne le champ de bataille renforcée par + X/+X.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Hidra de Lerna entra en el campo de batalla reforzada por +X/+X.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Hydra von Lerna betritt das Schlachtfeld von +X/+X verbessert]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L'Idra di Lerna entra sul campo di battaglia potenziata di +X/+X.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[LernaのHydraは+ X /+ Xによって強化で戦場に出る]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[레 르네의 히드라 +X/+X에 의해 강화 전장를 입력]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Hydra Лерны выходит на поле битвы усиливается +X/+X.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A Hidra de Lerna entra no campo de batalha reforçada por +X/+X.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[勒那九頭蛇進入戰場+ X /+ X增強]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[勒那九頭蛇進入戰場+ X /+ X增強]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />

              <RESOLUTION_TIME_ACTION>
      LinkedDC():Int_Set( 10, EffectSource():GetPaidX() )   
      </RESOLUTION_TIME_ACTION>
   
   </TRIGGERED_ABILITY>

   <TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If it would be dealt damage to Hydra of Lerna, prevent that damage. If it is boosted, receives  -1/-1 for each damage prevented.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si elle serait traitée dommages Hydre de Lerne, prévenez ces blessures. Si elle est renforcée, reçoit -1/-1 pour chaque blessure prévenue.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si se recibe daño a Hidra de Lerna, prevén ese daño. Si se potencia, recibe -1/-1 por cada daño prevenido.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn es Schäden an Hydra von Lerna zugefügt würde, verhindere diesen Schaden. Wenn es verstärkt wird, erhält -1/-1 für jeden Schaden verhindert.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se sta per essere inflitto danno all'Idra di Lerna, previeni quel danno. Se è potenziata riceve -1/-1 per ogni danno prevenuto.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[それはLernaのハイドラにダメージが与えられる場合、その損傷を防止する。それがブーストされている場合は、防止各損傷-1/-1を受け取ります。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[그것은 레 르네의 히드라에 손상을 처리해야 할 경우, 그 손상을 방지합니다. 이 증폭되는 경우 방지 각각의 손상 -1/-1를받습니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если бы оно было нанесено повреждение в Hydra Лерны, предотвратите эти повреждения. Если она повышается, получает -1/-1 для каждого предотвратить повреждение.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se ele seria causado danos a Hydra de Lerna, previna aquele dano. Se é reforçada, recebe -1/-1 para cada dano prevenido.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[如果將受到傷害勒那水潤,防止該傷害。如果大振,接收-1/-1為每個防止的傷害。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[如果將受到傷害勒那水潤,防止該傷害。如果大振,接收-1/-1為每個防止的傷害。]]></LOCALISED_TEXT>
      <TRIGGER value="OBJECT_TAKES_DAMAGE" simple_qualifier="self" pre_trigger="1" damage_type="all" />
      
    <RESOLUTION_TIME_ACTION>
    EffectDC():Set_Int( 5, Damage():PreventAll() )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local damage = EffectDC():Get_Int(5)
    local powerup = LinkedDC():Int_Get( 10 )
    if EffectSource() ~= nil then
      if damage &gt; powerup then
         LinkedDC():Int_Set( 10, 0 )
         LinkedDC():Int_Add( 11, powerup )
      else
         LinkedDC():Int_Set( 10, powerup - damage )
         LinkedDC():Int_Add( 11, damage )
      end
   end
    </RESOLUTION_TIME_ACTION>

   </TRIGGERED_ABILITY>




   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{G}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{G}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{G}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{G}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (RSN_CheckSwitchToFallback( oCard )) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            oCharacteristics:GrantAbility( 10 )
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="10">
      <COST type="TapSelf" />
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />



   <TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
         LinkedDC():Int_Set( 0, 0 )
    LinkedDC():Int_Set( 11, 0 )
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>




<STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
      
<CONTINUOUS_ACTION layer="6">
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 0 )
            if (nState == 1) then
                  EffectSource():GetCurrentCharacteristics():GrantAbility(1)
                              else
                              EffectSource():GetCurrentCharacteristics():GrantAbility(2)
                 end
                        end
      </CONTINUOUS_ACTION>
    <DURATION>
    return EffectSource() == nil
    </DURATION>
   </STATIC_ABILITY>

<STATIC_ABILITY   >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Additional ability]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Capacité supplémentaire]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Capacidad adicional]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zusätzliche Fähigkeit]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Abilità addizionale]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[追加能力]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[추가 기능]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Дополнительные способности]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Capacidade adicional]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[附加能力]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[附加能力]]></LOCALISED_TEXT>
   </STATIC_ABILITY>

<STATIC_ABILITY resource_id="1" commaspace="1"  >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[active: At end of turn boosts the Hydra of Lerna of + X / + X, equal to twice the depotentiation, -X/-X received this turn.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[actif: A la fin du tour renforce l'Hydre de Lerne de + X / + X, égale à deux fois la depotentiation, -X/-X reçu ce tour.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[activo: Al final del turno refuerza la Hidra de Lerna de + X / + X, igual al doble del depotentiation, -X/-X recibido este turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[aktiv: Am Ende des Zuges steigert die Hydra von Lerna von + X / + X, gleich zweimal der Depotenzierung erhielt -X/-X diesem Zug.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[attiva :  Alla fine del turno potenzia l'Idra di Lerna di +X/+X, pari al doppio del depotenziamento -X/-X ricevuto in questo turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アクティブ:ターン終了時のLernaのヒドラがブースト+ X /+ X、二回depotentiationに等しい、-X/-Xこのターンを受け取った。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[활성 : 턴의 끝에서의 레 르네의 히드라가 향상 + X / + X, 두 번 depotentiation 같 -X/-X이 회전을 받았다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Активность: В конце хода повышает Hydra Лерны из + X / + X, равное удвоенному depotentiation, -X/-X получил этот ход.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ativa: No final do turno aumenta a Hydra de Lerna de + X / + X, igual ao dobro do depotentiation, -X/-X recebeu neste turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[活動:在回合結束時提升了勒那水潤+ X /+ X,等於兩倍的depotentiation,-X/-X收到本回合。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[活動:在回合結束時提升了勒那水潤+ X /+ X,等於兩倍的depotentiation,-X/-X收到本回合。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>

<STATIC_ABILITY resource_id="2"  commaspace="1"  >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[inactive : ( | At end of turn boosts the Hydra of Lerna of + X / + X, equal to twice the depotentiation, -X/-X received this turn.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[inactif : ( | A la fin du tour renforce l'Hydre de Lerne de + X / + X, égale à deux fois la depotentiation, -X/-X reçu ce tour.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[inactiva : ( | Al final del turno refuerza la Hidra de Lerna de + X / + X, igual al doble del depotentiation, -X/-X recibido este turno.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[inaktive : ( | Am Ende des Zuges steigert die Hydra von Lerna von + X / + X, gleich zweimal der Depotenzierung erhielt -X/-X diesem Zug.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[inattiva : ( | Alla fine del turno potenzia l'Idra di Lerna di +X/+X, pari al doppio del depotenziamento -X/-X ricevuto in questo turno.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[非アクティブな : ( | ターン終了時のLernaのヒドラがブースト+ X /+ X、二回depotentiationに等しい、-X/-Xこのターンを受け取った。| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비활성 : ( | 턴의 끝에서의 레 르네의 히드라가 향상 + X / + X, 두 번 depotentiation 같 -X/-X이 회전을 받았다.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[неактивный : ( | В конце хода повышает Hydra Лерны из + X / + X, равное удвоенному depotentiation, -X/-X получил этот ход.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[inativa : ( | No final do turno aumenta a Hydra de Lerna de + X / + X, igual ao dobro do depotentiation, -X/-X recebeu neste turno.| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[無效 : ( | 在回合結束時提升了勒那水潤+ X /+ X,等於兩倍的depotentiation,-X/-X收到本回合。| )]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[無效 : ( | 在回合結束時提升了勒那水潤+ X /+ X,等於兩倍的depotentiation,-X/-X收到本回合。| )]]></LOCALISED_TEXT>
   </STATIC_ABILITY>






<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_END_OF_TURN
    </TRIGGER>

    <INTERVENING_IF>
    local oAbilityenabled = LinkedDC():Int_Get( 0 )
    local damage = LinkedDC():Int_Get( 11 )
    if (oAbilityenabled == 1) or (damage &gt; 0) then
       return true
    else
       return false
    end
    </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
     local oAbilityenabled = LinkedDC():Int_Get( 0 )
     local newlife = LinkedDC():Int_Get( 11 )
     newlife = newlife + newlife
     if (oAbilityenabled == 1)  then
        if newlife &gt; 0 then
               LinkedDC():Int_Add( 10, newlife )
      LinkedDC():Int_Set( 0, 0 )
        end 
     end
     LinkedDC():Int_Set( 11, 0 )
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>   

<HELP title="MORE_INFO_DEWDROP_TITLE_1" body="MORE_INFO_DEWDROP_BODY_1" zone="ZONE_ANY" />
</CARD_V2>
Image

Could you let me know what you think about it? Do you see something to change,
or something i have not considered?? Thanks in advance.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby RiiakShiNal » 12 Nov 2013, 03:36

Technically, I did not code Protean Hydra it is an official card (though I did provide a fix for it, which was pointed out by sumomole).

That said here are a couple of things I would probably change:
  • With your "Dew Drop" ability I'm not sure there is any way to determine which player tapped a card (I don't know if TriggerPlayer() or SecondaryPlayer() information is given for the BECAME_TAPPED trigger). So you may need to either re-word or re-work the ability. Example Player A has Lernaean Hydra and Player B has Icy Manipulator, according to the way you have worded the ability if Player B uses the Icy Manipulator to tap the Lernaean Hydra, "Dew Drop" should not activate, but the way you have it coded it will.
  • "Dew Drop" TRIGGERED_ABILITY you have put the creature check in the INTERVENING_IF, but that check only really needs to be performed when checking the TRIGGER not at resolution time. The INTERVENING_IF should remain due to the check for "while its additional ability is inactive". But this is a personal choice and should not really matter in this case.
  • In your Indestructible STATIC_ABILITY the ClearFilter() line is pointless.
  • The way your additional ability is worded it should not have an INTERVENING_IF block as the ability would activate at the end of turn even if no damage was received. There is no "if" in the ability so there definitely should not be an INTERVENING_IF block. Personally I would code the ability as a resource (since it should not always be enabled).
  • Personally, I think +1/+1 counters would be easier for players to understand and work with (Proliferate could be used to increase counters, but can't touch internal values) rather than some unknown internal value, though ultimately that is your choice. As is if cast with {X} = 0 then it will never increase the bonus even though +1/+1 counters could be added with other effects. For example throw in some elves and an Immaculate Magistrate and you could easily have a 20+/20+ indestructible hydra with the way it is currently coded. If you switch to +1/+1 counters then regardless of how the counters get on the hydra's abilities will be considered.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby CarpeDiem » 12 Nov 2013, 04:41

Hi NeoAnderson! I'm so sorry that my translations don't work well.
I will translate your new cards if you give me your new magical link...
Good day to you!
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby NeoAnderson » 12 Nov 2013, 05:39

Don't be sorry my friend you work is really appreciated, is also my fault because i don't speak French, anyway i sent to you the link. We will discuss how and when translate all the cards :-)

Have a nice day too.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby NeoAnderson » 12 Nov 2013, 06:47

RiiakShiNal wrote:Technically, I did not code Protean Hydra it is an official card (though I did provide a fix for it, which was pointed out by sumomole).

That said here are a couple of things I would probably change:
  • With your "Dew Drop" ability I'm not sure there is any way to determine which player tapped a card (I don't know if TriggerPlayer() or SecondaryPlayer() information is given for the BECAME_TAPPED trigger). So you may need to either re-word or re-work the ability. Example Player A has Lernaean Hydra and Player B has Icy Manipulator, according to the way you have worded the ability if Player B uses the Icy Manipulator to tap the Lernaean Hydra, "Dew Drop" should not activate, but the way you have it coded it will.
  • "Dew Drop" TRIGGERED_ABILITY you have put the creature check in the INTERVENING_IF, but that check only really needs to be performed when checking the TRIGGER not at resolution time. The INTERVENING_IF should remain due to the check for "while its additional ability is inactive". But this is a personal choice and should not really matter in this case.
  • In your Indestructible STATIC_ABILITY the ClearFilter() line is pointless.
  • The way your additional ability is worded it should not have an INTERVENING_IF block as the ability would activate at the end of turn even if no damage was received. There is no "if" in the ability so there definitely should not be an INTERVENING_IF block. Personally I would code the ability as a resource (since it should not always be enabled).
  • Personally, I think +1/+1 counters would be easier for players to understand and work with (Proliferate could be used to increase counters, but can't touch internal values) rather than some unknown internal value, though ultimately that is your choice. As is if cast with {X} = 0 then it will never increase the bonus even though +1/+1 counters could be added with other effects. For example throw in some elves and an Immaculate Magistrate and you could easily have a 20+/20+ indestructible hydra with the way it is currently coded. If you switch to +1/+1 counters then regardless of how the counters get on the hydra's abilities will be considered.
Thanks as always for your kindness,
I checked some of your points:
1. The ability works also if is another player Tap my creature. I have used an ability to Tap a creature controlled by AI with Dew Drop and it becomes enabled. So you're right i have to change the TEXT description to "Whenever a creature becomes tapped." also because i tried to use :
Code: Select all
 <TRIGGER value="BECAME_TAPPED"  simple_qualifier="objectyoucontrol" >
     return TriggerPlayer() == EffectController() and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
    </TRIGGER>
But it doesn't work. so NEW ABILITY TEXT WILL BE :
Whenever a creature you control becomes tapped while the additional ability of a creature with the "dewdrop" is inactive, this additional ability becomes active. The additional ability remains active until it is used.


2. I have moved the Creature check into trigger evaluation. Thanks.
3. Clear Filter removed is just a miss while copying and pasting my eyes sometimes miss something :-)
4. About the Additional ability i am not sure to have understand your meaning. I added also the intervening if block just to avoid the trigger when abilility is not enabled and there is no damage received. I understand is not needed but is just to avoid some triggering.
5. I know exaclty which are the advantages to use counters, i also used into other cards, i was just following an idea and trying to implement it in this way.

6. About the indestructible condition
I have an important question :
If i would check the actual power of a creature into a static ability how i have to implement the code?
I try to exaplain i was making a condition to check the actual power of Hydra to avoid to gives Indestructible ability when the power is more than 1.
i have used the function EffectSource():GetCurrentCharacteristics():Power_Get() but it always return 1, also if another card is boosting the Hydra.

If i use this function into a resolution block in an Activated ability it works.
So the problem is how to make a continuos check into a static ability?
I also tried to use Filters with filter:Add( FE_CARD_INSTANCE, OP_IS, EffectSource() ) filter:Add(FE_TOUGHNESS, OP_LESS_THAN_OR_EQUAL_TO, 1) filter:Add(FE_POWER, OP_LESS_THAN_OR_EQUAL_TO, 1) to apply the Indestructible ability but it doesn't works.

EXAMPLE 1 : The Hydra still have indestructible also if there is another creature who gives +1/+1 to the hydra.
Code: Select all
<STATIC_ABILITY linked_ability_group="1">

      <FILTER filter_id="0" >
      local filter = ClearFilter()
      filter:Add( FE_CARD_INSTANCE, OP_IS, EffectSource() )
      filter:Add(FE_TOUGHNESS, OP_LESS_THAN_OR_EQUAL_TO, 1)
      filter:Add(FE_POWER, OP_LESS_THAN_OR_EQUAL_TO, 1)
    </FILTER>


      <CONTINUOUS_ACTION layer="6" filter_id="0">
    local oPow_Tough = LinkedDC():Int_Get( 10 )
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       if (oPow_Tough == 0) then
          characteristics:Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
       end
    end
    </CONTINUOUS_ACTION>

   </STATIC_ABILITY>
EXAMPLE 2 : The Hydra still have indestructible also if there is another creature who gives +1/+1 to the hydra.
Code: Select all
<STATIC_ABILITY linked_ability_group="1">

      <CONTINUOUS_ACTION layer="6">
    local oPow_Tough = LinkedDC():Int_Get( 10 )
    if EffectSource() ~= nil then
   local power = EffectSource():GetCurrentCharacteristics():Power_Get()
        local toughness = EffectSource():GetCurrentCharacteristics():Toughness_Get()
       if (oPow_Tough == 0) and (power == 1) and (toughness == 1) then
          EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
       end
    end
    </CONTINUOUS_ACTION>

   </STATIC_ABILITY>
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby RiiakShiNal » 12 Nov 2013, 15:06

NeoAnderson wrote:4. About the Additional ability i am not sure to have understand your meaning. I added also the intervening if block just to avoid the trigger when abilility is not enabled and there is no damage received. I understand is not needed but is just to avoid some triggering.
Obviously I did not explain it properly. You have the additional ability worded like this:
At end of turn boosts the Hydra of Lerna of +X/+X, equal to twice the depotentiation, -X/-X received this turn.
This combined with your rules for "Dew Drop" means that if you tap the hydra for mana this ability should become active (due to "Dew Drop") and that end of turn even if no damage was done to the hydra this ability should activate and then become inactive (essentially doing nothing). The reason for this is in the ability text you have no if conditions so putting in the INTERVENING_IF the way you have it is wrong. If you want the ability to only trigger only if the ability is active AND damage is done to the hydra that turn then you need to reword your ability to state that it only triggers if damage is dealt to the hydra this turn otherwise you need to change the way you have the ability coded such that the scenario I described where the ability essentially triggers but does nothing actually happens. If you do neither then your card will be considered bugged compared to the rules of Magic.

NeoAnderson wrote:6. About the indestructible condition
I have an important question :
If i would check the actual power of a creature into a static ability how i have to implement the code?
I try to exaplain i was making a condition to check the actual power of Hydra to avoid to gives Indestructible ability when the power is more than 1.
i have used the function EffectSource():GetCurrentCharacteristics():Power_Get() but it always return 1, also if another card is boosting the Hydra.

If i use this function into a resolution block in an Activated ability it works.
So the problem is how to make a continuos check into a static ability?
I also tried to use Filters with filter:Add( FE_CARD_INSTANCE, OP_IS, EffectSource() ) filter:Add(FE_TOUGHNESS, OP_LESS_THAN_OR_EQUAL_TO, 1) filter:Add(FE_POWER, OP_LESS_THAN_OR_EQUAL_TO, 1) to apply the Indestructible ability but it doesn't works.
Ultimately, you can't make this work properly with final P/T checks as it would take a minimum of 2 passes through state-based effects to work (which does not always occur before other effects process). The reason is variable P/T modifications take place on layer 7C which means for the check to work it would need to be done on layer 8, but the Indestructible characteristic needs to be added on layer 6 before any P/T changes, sets, or modifications are done (as per the rules of magic). Due to this there would always be a 1 state check lag between the conditions being met or lost and the actual change of the whether the card has Indestructible (which is wrong). It works with counters because counters are present on the card at all times even before their P/T management effects are processed as part of state-based effects so they can be checked on Layer 6, while final P/T can't be checked on any layer lower than 8. If you try to add the indestructible characteristic on level 8 then there would be incorrect interactions with cards like Turn to Frog which due to LoseAllAbilities() should remove Indestructible, but if it's added on layer 8 then LoseAllAbilities() won't affect it (which is wrong).

The reason the check works in RESOLUTION_TIME_ACTION blocks (should also work in PLAY_TIME_ACTION blocks) is that those use the information from the last pass of state-based actions (meaning layers 0-8 have all be run through before these blocks are processed). CONTINUOUS_ACTION blocks are processed based on their layers with lower layers being processed before higher layers. Think of things like a priority queue (lower layer equals higher priority) all the blocks get queued up and the highest priority blocks are processed first until no blocks remain to be processed.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby Jesufa » 12 Nov 2013, 15:08

Looks very interesting, waiting for a new updated link. PM me :D
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby NeoAnderson » 12 Nov 2013, 16:00

Thanks for you interest @Jesufa, please give me some minutes because i am finish some modify i would give you the latest version.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby CarpeDiem » 12 Nov 2013, 18:32

Thanks, my friend, for your latest update.
Dew drop seems a good ability for green and whaou! your amazons will surely be loved by players!!!
Just a few things:
-Is it normal that your white tokens (justice soldier and olympian eagle) are in the deck?
-It would be great that you continue to include the fabulous land Arcadia
(it helps to test the cards if you don't want to play the moxes).
-I will translate the newest cards (the green ones) as soon as possible...
Have a nice day!
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby NeoAnderson » 12 Nov 2013, 20:22

Hi my friend,
I'm glad to see you like my last cards.
About your questions i would answer as the follow :
The test deck is not so important for me for this reason i remove some cards just to test the new ones...also because when the set will be finished i want to make some themed deck with different strategies.
You can make your own test deck with Riaak Deck builder is simple.

For the same reason the tokens where there just to check if there are any kind of problems, so only for test reasons!

Anyway you can download the deck with Arcadia and no tokens here :
Deck with Arcadia.rar
Removed tokens and added Arcadia Land
(497.12 KiB) Downloaded 381 times


Have a nice day too.
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Re: Age of Dodekatheon - NEW UPDATED 11/12/2013 (127 cards)

Postby mdekock » 13 Nov 2013, 06:59

I love playing with your decks and would like to install the update...
Thanks for all your hard work!
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