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Formal Request Thread

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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 16:30

thefiremind wrote:
NeoAnderson wrote:For example is an effect take a temporary control of card of your own, and it return under your control in the main step, this card will not have summon sickness but cannot be a good target for this ability.
Wrong, it will have summoning sickness. Refer to the definition:
http://wiki.mtgsalvation.com/article/Summoning_sickness
The term “summoning sickness” is an informal term which describes a creature’s inability to attack or to use activated abilities that include the tap symbol when it has come under a player’s control since the beginning of that player’s most recent turn.
Ok i got it, so does still need to check if a card is controlled from the beginning of a turn?
Or Because Xenic Poltergeist targets non-creature cards if that card was cast during that turn when change into creature automatically gets summon sickness?
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Re: Formal Request Thread

Postby thefiremind » 02 Jan 2014, 16:53

NeoAnderson wrote:Ok i got it, so does still need to check if a card is controlled from the beginning of a turn?
Or Because Xenic Poltergeist targets non-creature cards if that card was cast during that turn when change into creature automatically gets summon sickness?
As MC Brodie said, summoning sickness is totally managed by the engine, you don't need to worry about it. Try to use some land-animating cards from my mod and you'll see that a land that you just played will have summoning sickness when you animate it.

There may be another problem, though: an Equipment that becomes a creature should be automatically detached and I don't know if DotP2014 does it automatically. I chose to ignore this problem on the Planeswalkers' mod because it was a minor approximation compared to the bigger ones they already had, but the decision should be yours on your cards.
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Re: Formal Request Thread

Postby RiiakShiNal » 02 Jan 2014, 17:22

NeoAnderson wrote:This point is not clear for me, taking your example :
you don't want to resolve move counters off first if there are no counters to move off you would want to resolve exiling Tetravite tokens first then if there are any counters resolve moving counters off.
Now look my second choice : As you said we have no counters on it, so we decide to exile tokens first and this is allowed if there are tokens, then we are able to remove the counters because there will be some counters to remove. So for me it seems to be compliant with what you just said. If i use both conditions, we will exclude the execution of 2 triggers also when it will become available. The first 2 choices depends of the first action condition, because the second will be always true if the first will be resolved. Anyway i also want to tell that is possible to resolve the action and select "0" from numerical choice for the counters to remove, or no targets for the tokens exile. Obvioussly in these case the second action resolved will do nothing.
I understand that you disable options in your multiple choice to prevent selecting options that don't make sense, but I was saying since there are only 2 valid triggering orders if an option doesn't make sense why show the multiple choice at all? Why not just auto-select the only triggering sequence that makes sense in certain situations?

NeoAnderson wrote:[*] Thanks i was forgetting about that because i was focusing on other aspects. I changed the code of zone transition as the follow, let me no if you think is ok. Also if i used this code with Clockwork Avian but the problem still remains, because it seems that is resolved before Oubliette and Tawnos's Coffin can add their counters so it has no effect. To resolve this issue i have to change the action blocks into Oubliette and Tawnos's Coffin about the counters adding, from resolution_time to play_time, these make them be executed first. Do you think this is ok or will create some other conflicts i am not seeing now ?
Code: Select all
  <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
        local counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
        if counters &gt;= 3 then
           EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), (counters-3))
        else
          EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), (3-counters))
       end
    end
   </RESOLUTION_TIME_ACTION>
This code looks fine.

If the problem still remains with Clockwork Avian and Oubliette / Tawnos's Coffin then you may have the issue in Oubliette and Tawnos's Coffin. To make the returned object enter the battlefield with the noted number and kind of counters those counters need to be added in the same action as they are returned to the battlefield (otherwise the counters are added after they change zones).

NeoAnderson wrote:Tajuru Preserver ( I am not sure we can ovverride the sacrifice action or at least i haven't tried until now, there is a player characteristic that avoid to sacrifice creatures but nothing for all the permanents, so if the sacrifice trigger can be override probably we can do something, but honestly it require some tests)[/b]
The sacrifice trigger can be overridden so this card can be made.

NeoAnderson wrote:Mycosynth Lattice ( I am not sure all the card effect can be reproduced)
As stated by MC Brodie (and myself and others on other occasions), this card can't be made because it requires engine support that we don't have (the ability to use mana as if it were any colour).

NeoAnderson wrote:1.Now i have another question :lol:
I was reading the card Xenic Poltergeist, normally it could be coded but i also read an added rule :

8/1/2008: A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.
This rule make the card really complex to code, because i think it still could be coded, but to do it, should keep all informations ( the number of turn when it comes in play, controller, step ), about all the suitable targets. As idea could be still doable, doing something similar to the recording of the counters we made with Oubliette, but honestly i think this could be huge for the computation of the engine.
What's your opinion about it?
As stated by MC Brodie and thefiremind this is summoning sickness and it is handled for us by the engine.

NeoAnderson wrote:2. Going forward found another doubt, the card Power Artifact can be coded?
I haven't tried but i think that the function DecreaseCost() works only for the casting cost right?
So is there a possibility to code this effect?
I was thinking to a walk around :
1. A trigger CONSIDERED_FOR_ACTIVATION with replacement_effect if the TriggerObject() is the parent artifact add 2 colorless mana using riiak mana tokens, then call a delayDC ABILITY_RESOLVE who delete the mana tokens if were not used (this to avoid the utilization of the mana for other cards).
No, Power Artifact can't be coded because we can't reduce the cost of abilities.

Trying to workaround the issue by putting mana tokens with conditions into play can cause other unwanted card interactions so this should be avoided (tokens would be read as being part of mana pool and if a spell is then cast that doubles the mana pool based on what is currently in it, these tokens could be copied without the conditions as when mana is duplicated MtG rules state that conditions are not copied).

Also with CONSIDERED_FOR_ACTIVATION and CONSIDERED_FOR_CAST these can be triggered multiple times without actually activating the ability or casting the spell as such you could end up generating more tokens than you want.
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Re: Formal Request Thread

Postby Orangewaggs » 02 Jan 2014, 17:54

Orangewaggs wrote:Is it possible to code Zur Taa Druid?
If so can I make a request to have it created?
McBrodie wrote:I believe Xander already coded Zhur-Taa Druid and it is in this thread. Use the search feature.
I tried to use his code and make the card myself but every time I put it in a deck the game crashed on start up and the picture didn't show up on the deck editor if someone could help out and get this going for me that would be cool. I'm just not good at coding creating exporting, etc.
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Re: Formal Request Thread

Postby Coyoto » 02 Jan 2014, 19:54

Hi guys,

First of all thanks to everyone on the forum for all the work done :D . Sorry if I'm in the wrong section...

I try to create a card for 2014 : an artifact that costs 0 and which can spawn 3 differents tokens, and everytime it make the game crash. (it's Urza's land revisiting...)

Here is the code :

URZA_TOWER_199900035.XML :
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<?xml version="1.0" encoding="utf-8"?>
<CARD_V2 ExportVersion="3">
  <FILENAME text="URZA_TOWER_199900035" />
  <CARDNAME text="URZA_TOWER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tour d'Urza]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Urza's Tower]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="199900035" />
  <ARTID value="199900035" />
  <ARTIST name="El_Coyoto" />
  <CASTING_COST cost="{0}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="DPG" />
  <RARITY metaname="U" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Mettez sur le champ de bataille un jeton de créature-artefact 1/1 incolore .]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Put a 1/1 uncolored artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_ASSEMBLY_1_1_199900038", 1, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{U}{T} : Mettez sur le champ de bataille un jeton de créature-artefact 1/1 incolore avec le vol.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{U}{T}: Put a 1/1 uncolored artifact creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <COST mana_cost="{U}" type="Mana" />
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_ASSEMBLY_1_1_F_199900039", 1, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{U}{B}{W}{T} : Mettez sur le champ de bataille un jeton de créature-artefact 1/1 incolore avec le vol, le contact mortel et le lien de vie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{U}{B}{W}{T}: Put a 1/1 uncolored artifact creature token with flying, death touch and lifelink onto the battlefield.]]></LOCALISED_TEXT>
    <COST mana_cost="{U}{B}{W}" type="Mana" />
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_ASSEMBLY_1_1_FDL_199900042", 1, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_ASSEMBLY_1_1_199900038" />
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_ASSEMBLY_1_1_F_199900039" />
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_ASSEMBLY_1_1_FDL_199900042" />
</CARD_V2>
And here the code for the tokens :

TOKEN_ASSEMBLY_1_1_199900038.XML :
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<?xml version="1.0" encoding="utf-8"?>
<CARD_V2 ExportVersion="3">
  <FILENAME text="TOKEN_ASSEMBLY_1_1_199900038" />
  <CARDNAME text="URZA_ASSEMBLY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[CONSTRUCTION]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="199900038" />
  <ARTID value="199900038" />
  <COLOUR value="A" />
  <ARTIST name="El_Coyoto" />
  <CASTING_COST cost="" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <EXPANSION value="DPG" />
  <RARITY metaname="T" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <TOKEN />
  <SFX text="COMBAT_BLIGHTSTEEL_ATTACK" power_boundary_min="-1" power_boundary_max="-1" />
</CARD_V2>
TOKEN_ASSEMBLY_1_1_F_199900039.XML :
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Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CARD_V2 ExportVersion="3">
  <FILENAME text="TOKEN_ASSEMBLY_1_1_F_199900039" />
  <CARDNAME text="URZA_ASSEMBLY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[CONSTRUCTION]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="199900039" />
  <ARTID value="199900038" />
  <COLOUR value="A" />
  <ARTIST name="El_Coyoto" />
  <CASTING_COST cost="" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <EXPANSION value="DPG" />
  <RARITY metaname="T" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <TOKEN />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLIGHTSTEEL_ATTACK" power_boundary_min="-1" power_boundary_max="-1" />
</CARD_V2>
TOKEN_ASSEMBLY_1_1_FDL_199900042.XML :
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<?xml version="1.0" encoding="utf-8"?>
<CARD_V2 ExportVersion="3">
  <FILENAME text="TOKEN_ASSEMBLY_1_1_F_199900042" />
  <CARDNAME text="URZA_ASSEMBLY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[CONSTRUCTION]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[ASSEMBLY]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="199900042" />
  <ARTID value="199900038" />
  <COLOUR value="A" />
  <ARTIST name="El_Coyoto" />
  <CASTING_COST cost="" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <EXPANSION value="DPG" />
  <RARITY metaname="T" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <TOKEN />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <STATIC_ABILITY commaspace="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[deathtouch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[contact mortel]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[toque mortal]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Todesberührung]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[tocco letale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[接死]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[치명타]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Смертельное касание]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[toque mortífero]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_DEATHTOUCH" />
  </STATIC_ABILITY>
  <STATIC_ABILITY commaspace="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[lifelink]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[lien de vie]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[vínculo vital.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lebensverknüpfung]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[legame vitale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[絆魂]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생명연결]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Цепь жизни]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[vínculo com a vida]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_LIFELINK" />
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <HELP title="MORE_INFO_BADGE_TITLE_3" body="MORE_INFO_BADGE_BODY_3" zone="ZONE_ANY" />
  <HELP title="MORE_INFO_BADGE_TITLE_4" body="MORE_INFO_BADGE_BODY_4" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLIGHTSTEEL_ATTACK" power_boundary_min="-1" power_boundary_max="-1" />
</CARD_V2>
All art files are correctly named and placed in the folders before packing (tdx packed from png : 512x376 for the artifact and 356x512 for the token (same image for all tokens)) with Riiak's deck editor. The deck containing these cards is made by the editor too and packed in a different wad.

I'm playing with the steam retail version of the game.

I don't understand why the game is crashing, can someone help me ? :cry:

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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 21:15

I would say thanks to FireMind and Riiak, thanks for your support my friends :-)
I will try your suggestions.
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Re: Formal Request Thread

Postby RiiakShiNal » 02 Jan 2014, 21:18

At a casual glance I don't see anything wrong with the code (other than that actually isn't Urza's Tower). So where is the game crashing?
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Re: Formal Request Thread

Postby MC Brodie » 02 Jan 2014, 23:33

Orangewaggs wrote:
Orangewaggs wrote:Is it possible to code Zur Taa Druid?
If so can I make a request to have it created?
McBrodie wrote:I believe Xander already coded Zhur-Taa Druid and it is in this thread. Use the search feature.
I tried to use his code and make the card myself but every time I put it in a deck the game crashed on start up and the picture didn't show up on the deck editor if someone could help out and get this going for me that would be cool. I'm just not good at coding creating exporting, etc.
Ok here is my quick $1 tutorial on how to add cards (primarily ones you find in this thread or maybe even some you've coded yourself). If you would like a more detailed tutorial, jaque has written two useful threads on the subject (beginner overview and beginner in-depth).

Download the attachment in this post and paste the folder into your modded DotP 2014 directory. This will be your "wad" for cards, however, it does not need to be packed or unpacked. It works just as the folder. You'll be able to quickly add/remove/change cards in it without the hassle of having to unpack a wad, add the card then repack it.

Steps to add a new card
In general, there are 2 things you'll need to do if you want to add a new card to the "wad".
  1. XML file for your New Card - In the folder I've provided, go to the CARDS folder inside of the DATA_ALL_PLATFORMS folder. This is where the XML files for your cards go. The easiest way to add a new card is to:
    • Copy and paste the XML file for an existing card
    • Rename the XML file to whatever is in the parenthesis of the filename tag in your new card (i.e. <FILENAME text="ZHURTAA_DRUID_909369065" />)
    • Delete the XML code inside the copied card and paste the XML for your new card
  2. ARTWORK - Go to the ILLUSTRATIONS folder inside of the DATA_ALL_PLATFORMS\ART_ASSETS folders. This is where the TDX files for your cards go. There are a number of ways to find the art for your card. The easiest I've found is to use thefiremind's web generator, type in the Multiverse ID for your card, click Go and then click the MagicVille link. Once you have the image you'll need to convert it to TDX file. I loathe doing the artwork so Jaque probably explains the TDX conversion better under bullet #4 here. Once you have the TDX file, move it or paste a copy into the ILLUSTRATIONS folder. The last step is to rename the TDX file to whatever the ARTID value is in your new card (the tag is usually after the <TITLE>...</TITLE> tag). In this case the ARTID value for Zhur-Taa Druid is 909369065 (from <ARTID value="909369065" />)

I hope that helps. If not feel free to ask questions. Oh, and another important note. In order for Zhur-Taa Druid to work you will need to download Riiak's Manual Mana Functions. Xander said the card was tested and I'm trusting that. But if it is giving you problems let me know.
Attachments
DATA_DLC_FRT_CARDS.rar
(111.38 KiB) Downloaded 299 times
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
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Re: Formal Request Thread

Postby NeoAnderson » 03 Jan 2014, 00:14

Ok guys i made Xenic Poltergeist, and it works fine.
Xenic Poltergeist | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="XENIC_POLTERGEIST_202563" />
  <CARDNAME text="XENIC_POLTERGEIST" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Xenic Poltergeist]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="202563" />
  <ARTID value="202563" />
  <ARTIST name="Dan Frazier" />
  <CASTING_COST cost="{1}{B}{B}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Spirit" />
  <EXPANSION value="AQ" />
  <RARITY metaname="U" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Fino al tuo prossimo mantenimento, l’artefatto non creatura bersaglio diventa una creatura artefatto con forza e costituzione ciascuna pari al suo costo di mana convertito.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.]]></LOCALISED_TEXT>
 <COST type="TapSelf" />
      <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_BECOME_CREATURE" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )   
    filter:Add( FE_TYPE, OP_NOT, CARD_TYPE_CREATURE )       
    </TARGET_DEFINITION>

      <PLAY_TIME_ACTION>
                   EffectDC():Set_Int( 1, MTG():GetTurnNumber() )
      </PLAY_TIME_ACTION>

   <CONTINUOUS_ACTION layer="4">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local card_type = characteristics:CardType_GetWritable()
       card_type:Add( CARD_TYPE_CREATURE)
    end
    </CONTINUOUS_ACTION>

     <CONTINUOUS_ACTION layer="7B">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
        local cmc = target:GetConvertedManaCost()
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:Power_Set( cmc )
       characteristics:Toughness_Set( cmc )
    end
    </CONTINUOUS_ACTION>

      <DURATION>
   local effectController = EffectController()
   if effectController ~= nil then
      if effectController:MyTurn() and MTG():GetTurnNumber() &gt; EffectDC():Get_Int(1) and MTG():GetStep() == STEP_UPKEEP then
         return true
      end
   else
      return true
   end
   return false
 </DURATION>
  </ACTIVATED_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" />
</CARD_V2>
Starting from this card i have to make Titania's Song , it is similar, but it extend the effect to all the non-creature artifacts and also have a difference about the duration when it leave the battlefield.
So i have coded it so :
Titania's Song | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TITANIAS_SONG_202570" />
  <CARDNAME text="TITANIAS_SONG" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="202570" />
  <ARTID value="202570" />
  <ARTIST name="Kersten Kaman" />
  <CASTING_COST cost="{3}{G}" />
  <TYPE metaname="Enchantment" />
  <EXPANSION value="AQ" />
  <RARITY metaname="R" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni artefatto non creatura perde le proprie abilità e diventa una creatura artefatto con forza e costituzione ciascuna pari al suo costo di mana convertito. Se la Canzone di Titania lascia il campo di battaglia, questo effetto continua fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:Add( FE_TYPE, OP_NOT, CARD_TYPE_CREATURE  )
    </FILTER>

   <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:LoseAllAbilities()
    end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="4" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       local card_type = characteristics:CardType_GetWritable()
       card_type:Add( CARD_TYPE_CREATURE)
    end
    </CONTINUOUS_ACTION>
     <CONTINUOUS_ACTION layer="7B" filter_id="0">
    if FilteredCard() ~= nil then
        local cmc = FilteredCard():GetConvertedManaCost()
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Set( cmc )
       characteristics:Toughness_Set( cmc )
    end
    </CONTINUOUS_ACTION>
  <DURATION>
      return MTG():GetStep() == STEP_END_OF_TURN and Object():GetZone() ~= ZONE_BATTLEFIELD
 </DURATION>
  </STATIC_ABILITY>
</CARD_V2>
Can someone tell me why, when this card enters onto battlefield all the artifact are moved into graveyard?
My supposing is : the change into creature create a delay before to set the power and toughness so it presumes is 0/0 and is killed. Where i am wrong?
UPDATE : I think i have understand the problem, i am using the same filter_id="0" for both action, but when i add the creature type automatically they are excluded from the filter, so they cannot receive the power toughness setting.
So probably i have to create a chest when i add the creature type and read with an index this chest when i have to set the P/T.
Is this right?
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Re: Formal Request Thread

Postby Coyoto » 03 Jan 2014, 06:51

Thanks Riiak for your answer (and big kisses for all the work you've done :D ).

The game crash every time I try to fight against an opponent (AI or player with the same wads) with the deck including this card (I tried to add the card to another deck that is working well and same result).

The game starts as usual and I can see the card in the ingame deck manager, art and texts are working well but when I start a fight it crashes.

I know that it's not the original Urza's Tower, it's just inspired by and will fit a blue/black/white artefact deck with some cards of Tezzeret deck from 2012 and 2013 (thanks to GrovyleXShinyCelebi for his work).

I checked, checked and checked again but it still doesn't work... That's going to make me mad #-o
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Re: Formal Request Thread

Postby NeoAnderson » 03 Jan 2014, 10:35

Finally i made Titania's Song , it works, but as Firemind said before there is a bug about Equipments.
The issue about the card i mentioned before as i supposed was caused about the filtering, so i have resolved in this way :

Titania's Song | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TITANIAS_SONG_202570" />
  <CARDNAME text="TITANIAS_SONG" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Titania’s Song]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="202570" />
  <ARTID value="202570" />
  <ARTIST name="Kersten Kaman" />
  <CASTING_COST cost="{3}{G}" />
  <TYPE metaname="Enchantment" />
  <EXPANSION value="AQ" />
  <RARITY metaname="R" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni artefatto non creatura perde le proprie abilità e diventa una creatura artefatto con forza e costituzione ciascuna pari al suo costo di mana convertito. Se la Canzone di Titania lascia il campo di battaglia, questo effetto continua fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania’s Song leaves the battlefield, this effect continues until end of turn.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:Add( FE_TYPE, OP_NOT, CARD_TYPE_CREATURE  )
    </FILTER>
   <FILTER filter_id="1">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:SetMarkedObjectsOnly()
    </FILTER>
   <CONTINUOUS_ACTION layer="4" filter_id="0">
    if FilteredCard() ~= nil then
        FilteredCard():MarkForFilter()
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       local card_type = characteristics:CardType_GetWritable()
       card_type:Add( CARD_TYPE_CREATURE)
    end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="6" filter_id="1">
    if FilteredCard() ~= nil then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:LoseAllAbilities()
    end
    </CONTINUOUS_ACTION>
     <CONTINUOUS_ACTION layer="7B" filter_id="1">
    if FilteredCard() ~= nil then
        local cmc = FilteredCard():GetConvertedManaCost()
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Set( cmc )
       characteristics:Toughness_Set( cmc+1 )
    end
    </CONTINUOUS_ACTION>
  <DURATION>
      return MTG():GetStep() == STEP_END_OF_TURN and Object():GetZone() ~= ZONE_BATTLEFIELD
 </DURATION>
  </STATIC_ABILITY>
</CARD_V2>
thefiremind wrote:There may be another problem, though: an Equipment that becomes a creature should be automatically detached and I don't know if DotP2014 does it automatically. I chose to ignore this problem on the Planeswalkers' mod because it was a minor approximation compared to the bigger ones they already had, but the decision should be yours on your cards.
About this issue mentioned above, if i left the code of the card as it is the Equipment become a creature but it is still attached to the parent card.
I tried different solutions looking also for your older posts,
I tried to add this action into the static ability :

Code: Select all
<FILTER filter_id="2">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, ARTIFACT_TYPE_EQUIPMENT )
    </FILTER>

  <CONTINUOUS_ACTION filter_id="2">
 if FilteredCard() ~= nil and FilteredCard():GetParent() ~= nil then
    FilteredCard():RemoveFromParent()
 end
 </CONTINUOUS_ACTION>
The Equipments are detached but they seems to be on a different layer behind the other creatures and if you move the mouse pointer over them the game freeze and endlessly loop.

I also tried other things but nothing seems to work, have you any suggestion?
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Re: Formal Request Thread

Postby thefiremind » 03 Jan 2014, 13:14

I'd suggest to remove that code and add a triggered ability with replacement_effect="1" that detaches all equipment when Titania's Song enters the battlefield.

Any other card that animates artifacts would still have the problem that the equipments shouldn't be re-equipped as long as they are creatures, but Titania's Song makes the artifacts lose their abilities, so this takes care of the second problem.
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Re: Formal Request Thread

Postby NeoAnderson » 03 Jan 2014, 14:07

thefiremind wrote:I'd suggest to remove that code and add a triggered ability with replacement_effect="1" that detaches all equipment when Titania's Song enters the battlefield.

Any other card that animates artifacts would still have the problem that the equipments shouldn't be re-equipped as long as they are creatures, but Titania's Song makes the artifacts lose their abilities, so this takes care of the second problem.
So you suggest to use it into a ZONECHANGE_TRANSITION or ZONECHANGE_BEGIN? And i have to use anyway RemoveFromParent() function into a resolution block?
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Re: Formal Request Thread

Postby thefiremind » 03 Jan 2014, 14:48

NeoAnderson wrote:So you suggest to use it into a ZONECHANGE_TRANSITION or ZONECHANGE_BEGIN?
A ZONECHANGE_END would be the best: you don't want this to happen before Titania's Song really hits the battlefield.
NeoAnderson wrote:And i have to use anyway RemoveFromParent() function into a resolution block?
Yes.
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Re: Formal Request Thread

Postby RiiakShiNal » 03 Jan 2014, 15:22

Coyoto wrote:The game crash every time I try to fight against an opponent (AI or player with the same wads) with the deck including this card (I tried to add the card to another deck that is working well and same result).

The game starts as usual and I can see the card in the ingame deck manager, art and texts are working well but when I start a fight it crashes.
I don't remember what causes crashes at the start of a fight, but knowing where it crashes for you will definitely make it easier for other people to test it (myself included).

Coyoto wrote:I know that it's not the original Urza's Tower, it's just inspired by and will fit a blue/black/white artefact deck with some cards of Tezzeret deck from 2012 and 2013 (thanks to GrovyleXShinyCelebi for his work).
That's fine, but since you are changing the original card you could also change the name a little so that people don't confuse your card with the official card. For example you could name it "Urza's Assembly Tower" or "Urza's Tower Factory".

Coyoto wrote:I checked, checked and checked again but it still doesn't work... That's going to make me mad #-o
I can do an in-depth test of it if you are willing to wait a couple of days (unless someone beats me to it). It will take me that long to get my system back up to the point I have everything needed to start modding again after all my hard drive problems.
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