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Formal Request Thread

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Re: Formal Request Thread

Postby nekrose » 05 Dec 2013, 23:43

.
Last edited by nekrose on 06 Dec 2013, 22:36, edited 1 time in total.
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Re: Formal Request Thread

Postby NeoAnderson » 06 Dec 2013, 02:37

I am back with another help request :-) as always bad habits are hard to die.

I am working on a card.
The idea is a sorcery, when a player play it, select a target player.
The target player should exile all permanents he controls, but he can decide for each permanent to give a temporary control to the player who launched the spell.


I made the card and it works but i have 2 issues :

1. The AI when is targeted by this spell always decide to exile its permanents.
2. To avoid the summon sickness, when i set the new controller, i thought to add Haste to the temporarly controlled creatures.
I haven't find a perfect solution, so with a work around, i am giving Haste to all the cards who are just controlled by the player but with a different owner, this could be acceptable but it also means that if this player gains the control of another card, with another spell, also that card will have haste.

Here you will find the code i will wait for your suggestions to understand if the card need an different implementation.

Divine justice | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="6">
   <FILENAME text="DIVINE_JUSTICE_W_7272136" />
   <CARDNAME text="DIVINE_JUSTICE_W" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Divine Justice]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Justice divine]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Justicia Divina]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Göttliche Gerechtigkeit]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Giustizia Divina]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[神の裁き]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[하나님의 공]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Божественное Правосудие]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Justiça Divina]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[神聖的正義]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[神聖的正義]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="7272136" />
   <ARTID value="7227136" />
   <ARTIST name="DigitalArt© Free Resource" />
   <CASTING_COST cost="{W}" />
   <TYPE metaname="Tribal" />
   <TYPE metaname="Sorcery" />
   <SUB_TYPE metaname="Divinity" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />


<SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose a target player, that player chooses for each permanent that controls whether to exile it, or to give you the control until your next turn. The cards which you take control have haste.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choisissez un joueur ciblé, ce joueur choisit pour chaque permanent qui contrôle si l'exil, ou pour vous donner le contrôle jusqu'à votre prochain tour. Les cartes que vous prenez le contrôle ont hâte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Elige un jugador objetivo, ese jugador elige para cada permanente que controla si al exilio, o para darle el control hasta tu siguiente turno. Las tarjetas que usted toma el control tienen prisa.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wählen Sie ein Zielspieler, dieser Spieler für jeden, der permanent, ob Exil steuert, oder Sie haben die Kontrolle, bis zu deinem nächsten Zug zu geben. Die Karten, die Sie Kontrolle zu übernehmen, haben Eile.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli un giocatore bersaglio, quel giocatore sceglie per ogni permanente che controlla se esiliarlo oppure concedertene il controllo fino al tuo prossimo turno. Le carte di cui assumi il controllo hanno rapidità.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ターゲットプレイヤーを選択して、そのプレイヤーはどう亡命にそれを制御したり、次のターンまで、あなたに制御できるように、各パーマネントのために選択されます。あなたがコントロールするカードが速攻を持っている。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[대상 플레이어를 선택, 그 선수가 있는지 여부 망명을 제어하거나, 다음 턴 때까지 당신에게 제어 할 수 있도록 각 영구을 위해 선택합니다. 당신이 제어 할 카드는 가속이 있습니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выберите целевой игрока, что игрок выбирает для каждого постоянного который управляет ли изгнании, или не дать вам контроль до вашего следующего хода. Карты, которые вы взять под контроль есть поспешность.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escolha um jogador alvo, aquele jogador escolhe para cada permanente que controla se a removê-lo, ou dar-lhe o controle até seu próximo turno. As cartas que você assumir o controle tem pressa.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[選擇一個目標玩家,該玩家選擇的每個永久控制是否放逐它,或者給你的控制,直到你的下回合。你採取控制卡具有敏捷。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[選擇一個目標玩家,該玩家選擇的每個永久控制是否放逐它,或者給你的控制,直到你的下回合。你採取控制卡具有敏捷。]]></LOCALISED_TEXT>
      <SFX text="GLOBAL_NOVABLAST_PLAY" />
      <TARGET tag="CARD_QUERY_CHOOSE_PLAYER" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    filter:Add( FE_PLAYER_INSTANCE, OP_NOT, EffectController() )
    </TARGET_DEFINITION>

     <FILTER filter_id="0">
      local filter = ClearFilter()
      local subfilter = filter:AddSubFilter_Or()
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
      filter:Add( FE_OWNER, OP_NOT, EffectController())
      filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    </FILTER>


     <PLAY_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(1)
    delayDC:Set_Int(0, 0)
    local target_player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
      local filter = ClearFilter()
      local subfilter = filter:AddSubFilter_Or()
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
      filter:Add( FE_CONTROLLER, OP_IS, target_player)
      local oTargets = filter:EvaluateObjects()
    local effectController = EffectController()
    EffectController():DisplayMessage(oTargets)
    local delayDC = EffectDC():Get_Chest(1)
    if oTargets &gt; 0 then
    target_player:SetItemCount( oTargets )
       for i = 0, (oTargets - 1) do
          target_player:SetItemPrompt(i, "CARD_QUERY_CHOOSE_PERMANENT_TO_PLAYER_GAIN_CONTROL" )
           end
       target_player:ChooseItems( EffectDC():Make_Targets(3), QUERY_FLAG_UP_TO )
    end
    end
    </PLAY_TIME_ACTION>

    <RESOLUTION_TIME_ACTION>
   local target_player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
   if EffectDC():Get_Targets(3) ~= nil and target_player  ~= nil then
      local oTargets = EffectDC():Get_Targets(3):Count()
      local delayDC = EffectDC():Get_Chest(1)
      if oTargets &gt; 0 then
         for i = 0,(oTargets - 1) do
          local target_card = EffectDC():Get_Targets(3):Get_CardPtr(i)
              if target_card ~= nil  then
                         local count_so_far = delayDC:Get_Int(0)
             delayDC:Set_CardPtr(1 + count_so_far, target_card)
             delayDC:Protect_CardPtr(1 + count_so_far)
             delayDC:Set_Int(0, count_so_far + 1)
         target_card:SetBaseController(EffectController())
               end
         end
      end
    end
    </RESOLUTION_TIME_ACTION>

    <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Get_Chest(1)
    if delayDC:Get_Int(0) &gt; 0 then
      MTG():CreateDelayedTrigger(2, delayDC)
    end
    </RESOLUTION_TIME_ACTION>

    <RESOLUTION_TIME_ACTION>
    local target_player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
      local filter = ClearFilter()
      local subfilter = filter:AddSubFilter_Or()
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
      filter:Add( FE_CONTROLLER, OP_IS, target_player)
      local oPermanents = filter:EvaluateObjects()
      for i = 0, (oPermanents - 1) do
         local card = filter:GetNthEvaluatedObject(i)
         if card ~= nil then
                   card:Exile()
    end
      end
    end
    </RESOLUTION_TIME_ACTION>

   <RESOLUTION_TIME_ACTION>
          EffectDC():Set_Int( 700, MTG():GetTurnNumber() )
       </RESOLUTION_TIME_ACTION>

<CONTINUOUS_ACTION layer="6" filter_id="0">
       if FilteredCard() ~= nil then
         FilteredCard():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HASTE, 1)
        end
</CONTINUOUS_ACTION>

   <DURATION>
         local effectController = EffectController()
         if effectController ~= nil then
         if effectController:MyTurn() and MTG():GetTurnNumber() &gt; EffectDC():Get_Int(700) then
          return true
          end
      else
          return true
         end
       return false
       </DURATION>
</SPELL_ABILITY>


<TRIGGERED_ABILITY resource_id="2">
    <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_UPKEEP and EffectController():MyTurn() == true
    </TRIGGER>
      <CLEANUP fire_once="1" />
      <SFX text="GLOBAL_EPIPHANY_PLAY" />
      <RESOLUTION_TIME_ACTION>
       local count_so_far = EffectDC():Get_Int(0)
       for i = 1, (count_so_far) do
        local target = EffectDC():Get_CardPtr(i)
       if target ~= nil and target:GetOwner() ~= nil then
         target:SetBaseController( target:GetOwner() )
        end
       end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>


</CARD_V2>
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Re: Formal Request Thread

Postby RiiakShiNal » 06 Dec 2013, 04:07

NeoAnderson wrote:1. The AI when is targeted by this spell always decide to exile its permanents.
If given the choice I would most probably exile all of mine as well. If you give control of your creatures to the person who cast the spell then they can use your creatures against you and there is just about nothing you can do to stop it so the best choice is to exile the creatures. This is basically a game ending spell and at a casting cost of just {W} seems extremely overpowered. For reference Day of Judgment and Wrath of God both destroy creatures (which is not even as powerful as exiling) and they both cost {2} {W} {W} and even then they have a balancing component in that they destroy all your creatures as well as your opponents' creatures. Final Judgment exiles all creatures, but it costs more at {4} {W} {W} (Merciless Eviction which can also exile all creatures also has a CMC of 6). If I were to give your card a cost it would probably be around {6} {W} {W} {W} or more.

NeoAnderson wrote:2. To avoid the summon sickness, when i set the new controller, i thought to add Haste to the temporarly controlled creatures.
I haven't find a perfect solution, so with a work around, i am giving Haste to all the cards who are just controlled by the player but with a different owner, this could be acceptable but it also means that if this player gains the control of another card, with another spell, also that card will have haste.
One possibility is to take the chosen cards and add them to an "Or" sub-filter that way the filter will only return those cards that match one of the chosen instances.

Another possibility is to put them all into a delayed DC and use a delayed trigger to give them haste.
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Re: Formal Request Thread

Postby NeoAnderson » 06 Dec 2013, 04:28

RiiakShiNal wrote:
NeoAnderson wrote:1. The AI when is targeted by this spell always decide to exile its permanents.
If given the choice I would most probably exile all of mine as well. If you give control of your creatures to the person who cast the spell then they can use your creatures against you and there is just about nothing you can do to stop it so the best choice is to exile the creatures. This is basically a game ending spell and at a casting cost of just {W} seems extremely overpowered. For reference Day of Judgment and Wrath of God both destroy creatures (which is not even as powerful as exiling) and they both cost {2} {W} {W} and even then they have a balancing component in that they destroy all your creatures as well as your opponents' creatures. Final Judgment exiles all creatures, but it costs more at {4} {W} {W} (Merciless Eviction which can also exile all creatures also has a CMC of 6). If I were to give your card a cost it would probably be around {6} {W} {W} {W} or more.
Yeah sorry is a misunderstanding, it is not the real cost i modified it to make it easy to cast for the AI during the tests, the real cost should be something like {3} {W} {W} {W}. About the choose it also depends about the life status of the players, and also about exactly which kind and how many permanents are in play..




RiiakShiNal wrote:
NeoAnderson wrote:2. To avoid the summon sickness, when i set the new controller, i thought to add Haste to the temporarly controlled creatures.
I haven't find a perfect solution, so with a work around, i am giving Haste to all the cards who are just controlled by the player but with a different owner, this could be acceptable but it also means that if this player gains the control of another card, with another spell, also that card will have haste.
One possibility is to take the chosen cards and add them to an "Or" sub-filter that way the filter will only return those cards that match one of the chosen instances.

Another possibility is to put them all into a delayed DC and use a delayed trigger to give them haste.
You know what? You have exactly thought what i already thought.
I already tried what you said my first idea was : the targeted card are already into a delayDC because they have to return to the owner after 1 turn, so i made a 2 trigger (i think i tried when something like "ZONECHANGE_END" to graveyard and also "SPELL_RESOLVED" and "SPELL_ABOUT_TO_RESOLVE" i sent the delayedDC to this Trigger but it doesn't work.
Something like :
Code: Select all
   
-- main spell where i call the DelayedTrigger Added trigger 1
   <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Get_Chest(1)
    if delayDC:Get_Int(0) &gt; 0 then
      MTG():CreateDelayedTrigger(1, delayDC)
      MTG():CreateDelayedTrigger(2, delayDC)
    end
    </RESOLUTION_TIME_ACTION>

-- delayed trigger to give haste

<TRIGGERED_ABILITY resource_id="1" forced_skip="1" active_zone="ZONE_ANY">
    <TRIGGER value="SPELL_RESOLVED">
if TriggerObject() == EffectSource() then
   EffectDC():Set_Int( 700, MTG():GetTurnNumber() )
   return  true
else
  return false
end
</TRIGGER>

<CONTINUOUS_ACTION layer="6">
      local count_so_far = EffectDC():Get_Int(0)
       for i = 1, (count_so_far) do
        local target = EffectDC():Get_CardPtr(i)
       if target ~= nil then
         target:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HASTE, 1)
        end
       end
</CONTINUOUS_ACTION>

   <DURATION>
         local effectController = EffectController()
         if effectController ~= nil then
         if effectController:MyTurn() and MTG():GetTurnNumber() &gt; EffectDC():Get_Int(700) then
          return true
          end
      else
          return true
         end
       return false
       </DURATION>
  </TRIGGERED_ABILITY>
Another test was when i tried to read the delayDC chest into main spell block into a Continuos block layer "6" as like when i create the chest, but it didn't work.

Last test i tried to compare Filtered card with the Delaydc Chest card with the condition when FilteredCard == Target_Card.
To do this i added to the continuos_block layer"6" a for cycle as like when i create the delaydc chest comparing both.

I don't know where i was wrong probably i will try again tomorrow with a fresh mind :-)


UPDATE :

OK i think i have found the solution i changed EffectSource() with Object() and now it works..
Code: Select all
<TRIGGERED_ABILITY resource_id="1" active_zone="ZONE_ANY">
    <TRIGGER value="SPELL_RESOLVED">
if TriggerObject() == Object() then
   EffectDC():Set_Int( 700, MTG():GetTurnNumber() )
   return  true
else
  return false
end
</TRIGGER>
<CLEANUP fire_once="1" />
<CONTINUOUS_ACTION layer="6">
      local count_so_far = EffectDC():Get_Int(0)
       for i = 1, (count_so_far) do
        local target = EffectDC():Get_CardPtr(i)
       if target ~= nil then
         target:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HASTE, 1)
        end
       end
</CONTINUOUS_ACTION>
   <DURATION>
         local effectController = EffectController()
         if effectController ~= nil then
         if effectController:MyTurn() and MTG():GetTurnNumber() &gt; EffectDC():Get_Int(700) then
          return true
          end
      else
          return true
         end
       return false
       </DURATION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby RiiakShiNal » 06 Dec 2013, 13:26

EffectSource() does not work reliably in delayed triggers for instants and sorceries as when they resolve they go to the graveyard and the EffectSource() becomes nil.
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Re: Formal Request Thread

Postby MC Brodie » 06 Dec 2013, 15:15

I know I should probably quit trying but I had another idea on an overload approximation. To summarize my understanding of the problem, when casting the card normally the card should select a target but when using the alternate casting cost for overload, there is no target selection. The lies with not being able to remove the target requirement with an alternate casting cost. My basic idea is to have the normal card do nothing, and grant the card the appropriate abilities based on the desired "mode".

I was thinking it might work if we used an activated ability to toggle a bool depending on if we wanted to cast the spell as normal or overload it. Then, based on the bool, grant a spell ability for the desired casting method. The card would have these general abilities:

- Main Spell Ability - does nothing, placeholder for normal localized text (will have to limit availability so you cannot cast while overload is active without paying additional cost)
- Activated Ability (active zone= hand) - toggles the overload bool
- Spell Ability (resource id=1) - normal cast spell ability
- Utility Ability (resource id=2) - normal cast utility ability (I think this is needed if we limit the availability of the main spell)
- Spell Ability (resource id=3) - overload spell ability
- Utility Ability (resource id=4) - alternate casting cost for overload (need to force this as the only casting option)
- Static Ability - grants either id 1 and 2 or id 3 and 4 depending on value of the overload bool

That is the general idea. I might need to add a few more controls to make sure you can cast the normal ability from other zones (eg, from flashback, cascade, etc...). I know it has it's drawbacks like requiring an activated ability. But does it seem like it would work or an I overlooking some major rule? One thing i just thought of is it's compatibility with copy spell effects. I don't think this would work if copied which would actually shut this whole idea down. Maybe there is a workaround.
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Re: Formal Request Thread

Postby drleg3nd » 07 Dec 2013, 11:20

MC Brodie wrote:I know I should probably quit trying but I had another idea on an overload approximation. To summarize my understanding of the problem, when casting the card normally the card should select a target but when using the alternate casting cost for overload, there is no target selection. The lies with not being able to remove the target requirement with an alternate casting cost. My basic idea is to have the normal card do nothing, and grant the card the appropriate abilities based on the desired "mode".

I was thinking it might work if we used an activated ability to toggle a bool depending on if we wanted to cast the spell as normal or overload it. Then, based on the bool, grant a spell ability for the desired casting method. The card would have these general abilities:

- Main Spell Ability - does nothing, placeholder for normal localized text (will have to limit availability so you cannot cast while overload is active without paying additional cost)
- Activated Ability (active zone= hand) - toggles the overload bool
- Spell Ability (resource id=1) - normal cast spell ability
- Utility Ability (resource id=2) - normal cast utility ability (I think this is needed if we limit the availability of the main spell)
- Spell Ability (resource id=3) - overload spell ability
- Utility Ability (resource id=4) - alternate casting cost for overload (need to force this as the only casting option)
- Static Ability - grants either id 1 and 2 or id 3 and 4 depending on value of the overload bool

That is the general idea. I might need to add a few more controls to make sure you can cast the normal ability from other zones (eg, from flashback, cascade, etc...). I know it has it's drawbacks like requiring an activated ability. But does it seem like it would work or an I overlooking some major rule? One thing i just thought of is it's compatibility with copy spell effects. I don't think this would work if copied which would actually shut this whole idea down. Maybe there is a workaround.
did you guys rule out using a charm as a basis for using overload cards ? or kicker ?
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Re: Formal Request Thread

Postby thexlich » 11 Dec 2013, 03:59

Would the card Aqueous Form be possible?
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Re: Formal Request Thread

Postby wtb300 » 11 Dec 2013, 04:23

drleg3nd has coded and included Aqueous Form in his mod found here.
http://www.slightlymagic.net/forum/viewtopic.php?f=109&t=11030
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Re: Formal Request Thread

Postby warum » 11 Dec 2013, 20:23

Has anyone made a functional version of Skullcrack?

I found only one version of it when searching (viewtopic.php?f=64&t=4557&p=121550&hilit=Skullcrack#p121550), but the game crashes when the spell is used so I'm guessing something's wrong with it.
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Re: Formal Request Thread

Postby MC Brodie » 11 Dec 2013, 22:58

warum wrote:Has anyone made a functional version of Skullcrack?

I found only one version of it when searching (viewtopic.php?f=64&t=4557&p=121550&hilit=Skullcrack#p121550), but the game crashes when the spell is used so I'm guessing something's wrong with it.
What version of DotP are you trying the card on? That thread was primarily for 2013 but there might be some 2014 cards near the end. From the context of the posts around it, it looks like a 2013 version though. Unfortunately you cannot directly port cards from 2013 to 2014. If i have time tonight or tomorrow I'll make a 2014 version if someone doesn't beat me to it.
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Re: Formal Request Thread

Postby warum » 11 Dec 2013, 23:02

MC Brodie wrote:
warum wrote:Has anyone made a functional version of Skullcrack?

I found only one version of it when searching (viewtopic.php?f=64&t=4557&p=121550&hilit=Skullcrack#p121550), but the game crashes when the spell is used so I'm guessing something's wrong with it.
What version of DotP are you trying the card on? That thread was primarily for 2013 but there might be some 2014 cards near the end. From the context of the posts around it, it looks like a 2013 version though. Unfortunately you cannot directly port cards from 2013 to 2014. If i have time tonight or tomorrow I'll make a 2014 version if someone doesn't beat me to it.
Ah, right. I was under the impression it was for 2014. No wonder it crashes then (though it shows up fine in deckbuilder and ingame).
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Re: Formal Request Thread

Postby Misplay » 13 Dec 2013, 08:37

Hello!

If Possible, I would like to submit one request:
Skeletal scrying.

thanks in advance!
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Re: Formal Request Thread

Postby wtb300 » 14 Dec 2013, 01:48

I would try it but every site I've checked shows the card saying remove X cards in your graveyard from the game but the sites texts say to exile them... I was under the impression that removed from the game and exile were not the same thing?
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Re: Formal Request Thread

Postby thefiremind » 14 Dec 2013, 10:31

wtb300 wrote:I was under the impression that removed from the game and exile were not the same thing?
"Exile" is the most recent way to mean "remove from the game", just as "dies" is the most recent way to mean "is put into a graveyard from the battlefield" for creatures (which incidentally was "is put into a graveyard from play" before the term "battlefield" was born). Terms are often switched with shorter ones in Magic, and older cards receive "errata" with the new wording. But of course, card pictures can't be changed and still have the old wording.
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