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Formal Request Thread

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Re: Formal Request Thread

Postby RiiakShiNal » 08 Jan 2014, 16:35

NeoAnderson wrote:Riiak i would also receive you comments about it hope we can define an acceptable compromise with Bestow.[/b]
It still won't work properly with cards like Avoid Fate, Confound, Diplomatic Escort, Hindering Light, Hydromorph Guardian, Intervene, Mistfolk, Rebuff the Wicked, Ring of Immortals, Teferi's Response, Turn Aside, Vigilant Martyr, or any card with Heroic to name just a few.

Also have you tested to see if it will resolve as an Enchantment Creature if it is cast using Bestow on a creature that is granted Hexproof or Shroud after it targets that creature (but before resolution). Targets must still be legal at resolution to be enchanted with an aura.

It will also need to be tested with cards like Infinite Reflection and Dual Nature (if cast using Bestow it should enter as an aura unless its target is illegal and thus not be subject to these effects). Additionally if it becomes an Enchantment Creature after becoming unattached (from protection, creature dies, etc...) then those cards should still not trigger due to it only changing types and not "entering".

Other cards that should be tested with should be Animar, Soul of Elements (should be affected by this), Blood Funnel (should not affect), Cease-Fire (should not be able to cast even with Bestow when this is in effect), Feroz's Ban (should affect), and Grid Monitor (can't cast creatures with Bestow even using Bestow). You should also continue to look for other corner cases that could cause problems.
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Re: Formal Request Thread

Postby neuro » 08 Jan 2014, 21:59

RiiakShiNal wrote:
neuro wrote:Hi everyone,
I have been reading this forum for 1 month and thanks to you I can create my own decks to play itYou guys do wonderfull job.

My first post to forum is for request which is not nice but these are 2 humble (i think easy to implement and not buggable) requests for my boros deck.

Brute Force, Stun Sniper.

I could not find any deck containing these cards.

Thanks everyone.
These are both good cards to learn how to make your own cards:

Brute Force is a red Giant Growth (official card).

Stun Sniper requires slightly more work as you can pull most of the ability from Rod of Ruin (official card), but you will need to change the cost to be {1} instead of {3} and remove the SetFilterType() line so that you can only target creatures (not players). "Tap that creature" can be pulled from Stabbing Pain (official card).
Before I post this I tried to make this.

I used your deck editor. Created custom folder. I modified Titan's Strength XML for Brute Force. Removed Scry and Trigger effects. I put the XML file in \DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\CARDS folder. Then created WAD from it.

I could see Brute Force in Deck Editor when I refresh data. Used in a deck but when I enter the game, the card was missing.

Probably I'im missing smt in editing XML, file names or ID's. If you give me one working XML file for a card(ready to make WAD) I can manage the rest.
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Re: Formal Request Thread

Postby AngelLestat » 08 Jan 2014, 22:45

NeoAnderson, can you take a look on the second cost of Trade Routes
I am trying to see where is the problem, but my understanding of magic functions is zero XD

The first cost to rise a land card is fine, the second cost to discard and draw a card is free. And sometimes it crash the game, but maybe this card is not the cause. Becouse it happens to me with my whole land deck in different ocassions.

The other cards that you coded work very well until now.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TRADE_ROUTES_83302" />
  <CARDNAME text="TRADE_ROUTES" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trade Routes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Routes marchandes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rutas comerciales]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Handelsrouten]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rotte Commerciali]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[交易路]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Trade Routes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Торговые пути]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rotas de Comércio]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="83302" />
  <ARTID value="83302" />
  <ARTIST name="Matt Cavotta" />
  <CASTING_COST cost="{1}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The wise, the righteous, the mighty—the merchant feeds them all.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sage, juste, puissant — qui que vous soyez, le marchand vous nourrit.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El comerciante alimenta a todos: al sabio, al justo, al poderoso.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Weisen, die Rechtschaffenen, die Mächtigen sie alle könnten ohne den Kaufmann nicht überleben.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il saggio, il giusto, il potente: sono i mercanti a nutrirli tutti quanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[賢き者、正しき者、力ある者――すべてを支えるのは商う者。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The wise, the righteous, the mighty—the merchant feeds them all.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мудрого, справедливого, властного всех их кормит торговец.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os sábios, os justos, os fortes o mercador alimenta a todos.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="9ED" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}: Return target land you control to its owner’s hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1} : Renvoyez le terrain ciblé que vous contrôlez dans la main de son propriétaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}: Regresa la tierra objetivo que controles a la mano de su propietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}: Bringe ein Land deiner Wahl, das du kontrollierst, auf die Hand seines Besitzers zurück.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}: Il proprietario riprende in mano una terra bersaglio che tu controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}:あなたがコントロールする土地1つを対象とし、それをオーナーの手札に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}: Return target land you control to its owner’s hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}: Верните целевую землю, которую вы контролируете, в руку владельца.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}: Devolve o terreno alvo que você controla para a mão de seu dono.]]></LOCALISED_TEXT>
    <COST mana_cost="{1}" type="Mana" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectDC() ~= nil then
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if target ~= nil then
         target:PutInHand()
      end
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}, Discard a land card: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}, défaussez-vous d’une carte de terrain : Piochez une carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}, descartar una carta de tierra de tu mano: Roba una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}, wirf ein Land aus deiner Hand ab: Ziehe eine Karte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}, Scarta una carta terra: Pesca una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}, 土地カードを1枚捨てる:カードを1枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}, Discard a land card: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}, Сбросьте карту земли: возьмите карту.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}, Descarte um card de terreno: Compre um card.]]></LOCALISED_TEXT>
    <COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    </COST_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(1)
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby MC Brodie » 08 Jan 2014, 23:08

neuro wrote:Before I post this I tried to make this.

I used your deck editor. Created custom folder. I modified Titan's Strength XML for Brute Force. Removed Scry and Trigger effects. I put the XML file in \DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\CARDS folder. Then created WAD from it.

I could see Brute Force in Deck Editor when I refresh data. Used in a deck but when I enter the game, the card was missing.

Probably I'im missing smt in editing XML, file names or ID's. If you give me one working XML file for a card(ready to make WAD) I can manage the rest.
Try this link. I think it is what you are looking for.
viewtopic.php?f=109&t=11010&start=2010#p141383

I've never used the Custom Folder from Riiak's deck builder so it may be the same thing. Though, that link has a pre-made card that you can start from.

AngelLestat wrote:NeoAnderson, can you take a look on the second cost of Trade Routes
I am trying to see where is the problem, but my understanding of magic functions is zero XD

The first cost to rise a land card is fine, the second cost to discard and draw a card is free. And sometimes it crash the game, but maybe this card is not the cause. Becouse it happens to me with my whole land deck in different ocassions.

The other cards that you coded work very well until now.
Try adding this tag:
Code: Select all
<COST mana_cost="{1}" type="Mana" />
between the last localized text tag and the cost tag for the 2nd ability.
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
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Re: Formal Request Thread

Postby NeoAnderson » 08 Jan 2014, 23:24

RiiakShiNal wrote:
NeoAnderson wrote:Riiak i would also receive you comments about it hope we can define an acceptable compromise with Bestow.[/b]
It still won't work properly with cards like Avoid Fate, Confound, Diplomatic Escort, Hindering Light, Hydromorph Guardian, Intervene, Mistfolk, Rebuff the Wicked, Ring of Immortals, Teferi's Response, Turn Aside, Vigilant Martyr, or any card with Heroic to name just a few.

Also have you tested to see if it will resolve as an Enchantment Creature if it is cast using Bestow on a creature that is granted Hexproof or Shroud after it targets that creature (but before resolution). Targets must still be legal at resolution to be enchanted with an aura.

It will also need to be tested with cards like Infinite Reflection and Dual Nature (if cast using Bestow it should enter as an aura unless its target is illegal and thus not be subject to these effects). Additionally if it becomes an Enchantment Creature after becoming unattached (from protection, creature dies, etc...) then those cards should still not trigger due to it only changing types and not "entering".

Other cards that should be tested with should be Animar, Soul of Elements (should be affected by this), Blood Funnel (should not affect), Cease-Fire (should not be able to cast even with Bestow when this is in effect), Feroz's Ban (should affect), and Grid Monitor (can't cast creatures with Bestow even using Bestow). You should also continue to look for other corner cases that could cause problems.
Thanks for your pointings Riiak, as i was saying it is not easy to make a new ability when we have some engine restrictions.
Anyway following you example i have modified the card code:
Now it is compliant to the most part of your examples, i would test with some cards with heroic functions but i haven't if you know a mod where they are coded will be appreciated. Anyway this version should work also with cards with heroic.

I also made some tests there still some little not full compatible behaviours.
This is the tests report :
1. Target a creature, resolves as Aura - Cathars' Crusade doesn't trigger. OK
2. Target a creature, resolves as Aura - Ajani's Chosen Trigger. OK
3. Target a creature, grant shroud to the target creature before the ability resolve. - It is casted as Aura and is attached. OK
4. During the targetting it is an Aura, if the target becomes illegal it resolve as creature. Cathars' Crusade triggers. OK
5. Under the effect of Cease-Fire - Unable to cast the Enchantmen Creature with Bestow. OK
6. Under the effect of Blood Funnel - Normal casting cost doesn't change OK
Cast with Bestow we have 2 different scenarios
A. You play the card by clicking on it without zoom on the ability, you will be asked for a multiple choice with option of normal cast or alternative cast. In this case the cost of bestow is not reduced . OK
B. You zoom on the card while it still is in your hand, launch it with Bestow by clicking on the ability row. In this case the cost is reduced. UNDEFINED BEHAVIOUR
7. under the effect of Animar, Soul of Elements - Normal casting cost is reduced, Bestow cost is reduced.OK
8. About Infinite Reflection i have found one version of this card but i am not sure if it works as it should work.
I mean this cards is implemented changing the cards while are into transition zone.
Anyway using this version we have a weird effect if we cast the card with bestow, it change into aura enchantment, it is attached to the creature, but it also become a copy of the creature under the effect of Infinite Reflection. UNDEFINED BEHAVIOUR
9. Under the effect of Dual Nature
a. Cast with BESTOW as AURA Dual Nature doesn't trigger.OK
b. Normal cast Dual Nature triggers.OK
c. Cast with Bestow, then destoyed the target before the ability resolve, enter the battlefield as creature and Dual Nature triggers.OK
d. When detached from the creature Dual Nature doesn't trigger.OK

This is the new code :

Celestial Archon Rev 4.0 | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="CELESTIAL_ARCHON_373503" />
  <CARDNAME text="CELESTIAL_ARCHON" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Celestial Archon]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Archonte céleste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arconte celestial]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Himmlischer Archon]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Arconte Celeste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[天界の執政官]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[천상의 집정관]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Небесный Архонт]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Arconte Celestial]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="373503" />
  <ARTID value="373503" />
  <ARTIST name="Matt Stewart" />
  <CASTING_COST cost="{3}{W}{W}" />
  <TYPE metaname="Enchantment" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Archon" />
  <EXPANSION value="THS" />
  <RARITY metaname="R" />
  <POWER value="4" />
  <TOUGHNESS value="4" />
<UTILITY_ABILITY qualifier="Alternate" active_zone="ZONE_HAND">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bestow {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Grâce {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Concesión {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Göttergabe {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Conferire {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[授与 {5}{W}{W} (このカードを授与コストで唱えた場合、これはエンチャント]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[권능 {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Дар {5}{W}{W}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Agraciar {5}{W}{W}]]></LOCALISED_TEXT>
    <ABILITY_TEXT tag="CARD_QUERY_OPTION_BESTOW_CELESTIAL_ARCHON" />
    <COST mana_cost="{5}{W}{W}" type="Mana" />
    <COST type="Generic">
    <PREREQUISITE>
       MTG():ClearFilterMark()
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
      filter:SetZone( ZONE_BATTLEFIELD )
     local filter_count = filter:EvaluateObjects()
     local characteristics = Object():GetCurrentCharacteristics()
     local card_type = characteristics:CardType_GetWritable()
     local sub_type = characteristics:SubType_GetWritable()
     sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
     card_type:Clear()
     card_type:Add( CARD_TYPE_ENCHANTMENT )
     sub_type:Add( ENCHANTMENT_TYPE_AURA )
             for i=0,filter_count-1 do
                local permanent = filter:GetNthEvaluatedObject(i)
                if permanent:GetCurrentCharacteristics():Bool_Get( CHARACTERISTIC_SHROUD ) == false then
                   if Object():CanAttachTo(permanent) then
                      permanent:MarkForFilter()
                   end
                end
             end
             filter:SetMarkedObjectsOnly()
      local count = filter:Count()
      if count &gt; 0 then
       return true
      else
       return false
      end
    </PREREQUISITE>

     <RESOLUTION_TIME_ACTION>
       if  Object() ~= nil then
          local delayDC = EffectDC():Make_Chest(1)
          delayDC:Set_CardPtr(0, Object())
          delayDC:Protect_CardPtr(0)
          MTG():CreateDelayedTrigger(1, delayDC)
       end
    </RESOLUTION_TIME_ACTION>
    </COST>
    </UTILITY_ABILITY>

 <TRIGGERED_ABILITY resource_id="1" linked_ability_group="1">
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
<CLEANUP fire_once="1"/>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
     <PLAY_TIME_ACTION>
       if  Object() ~= nil then
          local target =  EffectDC():Get_Targets(0):Get_CardPtr(0)
          if target ~= nil  then
             local characteristics = Object():GetCurrentCharacteristics()
            local card_type = characteristics:CardType_GetWritable()
            local sub_type = characteristics:SubType_GetWritable()
             sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
        card_type:Clear()
             card_type:Add( CARD_TYPE_ENCHANTMENT )
             sub_type:Add( ENCHANTMENT_TYPE_AURA )
             local delayDC = EffectDC():Make_Chest(1)
             delayDC:Set_CardPtr(0, target)
             MTG():CreateDelayedTrigger(2, delayDC)
          end
       end
    </PLAY_TIME_ACTION>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY resource_id="2" linked_ability_group="1" replacement_query="1" active_zone="ZONE_TRANSITION">
  <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
<CLEANUP fire_once="1"/>


     <PLAY_TIME_ACTION>
       if  Object() ~= nil then
          local target =  EffectDC():Get_CardPtr(0)
        if target ~= nil  then
          LinkedDC():Set_Int(0,1)
          local delayDC = EffectDC():Make_Chest(1)
          delayDC:Set_CardPtr(0, target)
          MTG():CreateDelayedTrigger(3, delayDC)
        end
       end
    </PLAY_TIME_ACTION>
     <CONTINUOUS_ACTION layer="4">
        local target =  EffectDC():Get_CardPtr(0)
        if target ~= nil  then
      local characteristics = Object():GetCurrentCharacteristics()
          local card_type = characteristics:CardType_GetWritable()
          local sub_type = characteristics:SubType_GetWritable()
           sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
      card_type:Clear()
           card_type:Add( CARD_TYPE_ENCHANTMENT )
           sub_type:Add( ENCHANTMENT_TYPE_AURA )
           Object():Attach(target)
        end
    </CONTINUOUS_ACTION>

    <DURATION>
     local target =  EffectDC():Get_CardPtr(0)
     if (target == nil) or (target:GetCardType():Test(CARD_TYPE_CREATURE) == false) or (Object() == nil) or (LinkedDC():Get_Int(0) == 2) or (Object():GetZone() == ZONE_GRAVEYARD) or (Object():GetZone() == ZONE_HAND) or (Object():GetZone() == ZONE_EXILE) or (Object():GetZone() == ZONE_LIBRARY) then
     return true
     end
    </DURATION>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY resource_id="3" linked_ability_group="1" replacement_effect="1">
 <TRIGGER value="UNATTACHED_FROM_CREATURE" simple_qualifier="self" pre_trigger="1"/>
 <CLEANUP fire_once="1" />

        <RESOLUTION_TIME_ACTION>
          LinkedDC():Set_Int(0,2)
       </RESOLUTION_TIME_ACTION>

     <CONTINUOUS_ACTION layer="4">
   local characteristics = Object():GetCurrentCharacteristics()
       local card_type = characteristics:CardType_GetWritable()
       local sub_type = characteristics:SubType_GetWritable()
        sub_type:ClearAllOfType( CARD_TYPE_ENCHANTMENT )
   card_type:Clear()
        card_type:Add( CARD_TYPE_CREATURE )
        card_type:Add( CARD_TYPE_ENCHANTMENT )
        sub_type:Add( CREATURE_TYPE_ARCHON )
    </CONTINUOUS_ACTION>
    <DURATION>
     return (Object == nil)
    </DURATION>
</TRIGGERED_ABILITY>

  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying, first strike]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol, initiative]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela, daña primero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend, Erstschlag]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare, attacco improvviso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行、先制攻撃]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행, 선제공격]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет, Первый удар]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar, iniciativa]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
    <INTRINSIC characteristic="CHARACTERISTIC_FIRST_STRIKE" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature gets +4/+4 and has flying and first strike.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature enchantée gagne +4/+4 et a le vol et l’initiative.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura encantada obtiene +4/+4 y tiene las habilidades de volar y dañar primero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die verzauberte Kreatur erhält +4/+4 und hat Flugfähigkeit und Erstschlag.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura incantata prende +4/+4 e ha volare e attacco improvviso.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーは、+4/+4の修整を受けるとともに飛行と先制攻撃を持つ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[부여된 생물은 +4/+4를 받고 비행 능력과 선제공격 능력을 가진다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачарованное существо получает +4/+4 и имеет Полет и Первый удар.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura encantada recebe +4/+4 e tem voar e iniciativa.]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="7C">
     local parent = Object():GetParent()
      if parent ~= nil then
        parent:GetCurrentCharacteristics():Power_Add( 4 )
       parent:GetCurrentCharacteristics():Toughness_Add( 4 )
      end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local parent = Object():GetParent()
    if parent ~= nil then
       parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_FLYING, 1 )
       parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_FIRST_STRIKE, 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_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>
CELESTIAL_ARCHON_373503 REV 4.0.zip
CARD REV 4.0 XML + TDX
(588.44 KiB) Downloaded 280 times
I think we are going to reach an acceptable approximation but i also need your help guys.
Last edited by NeoAnderson on 09 Jan 2014, 11:29, edited 6 times in total.
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Re: Formal Request Thread

Postby NeoAnderson » 08 Jan 2014, 23:31

AngelLestat wrote:NeoAnderson, can you take a look on the second cost of Trade Routes
I am trying to see where is the problem, but my understanding of magic functions is zero XD

The first cost to rise a land card is fine, the second cost to discard and draw a card is free. And sometimes it crash the game, but maybe this card is not the cause. Becouse it happens to me with my whole land deck in different ocassions.

The other cards that you coded work very well until now.
I am sorry i forget to add the cost into the second ability, sometimes when i am tired i can miss something, anyway as my Friend Mc-Brodie says is just a line to add.
You can copy the code below.
About the game crash without know which cards you are using and without understand exactly which are the conditions when the game crash is impossible to find the reason. Probably if you are talking of a land deck could be some token registration missed.
Trade Routes | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TRADE_ROUTES_83302" />
  <CARDNAME text="TRADE_ROUTES" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trade Routes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Routes marchandes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rutas comerciales]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Handelsrouten]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rotte Commerciali]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[交易路]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Trade Routes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Торговые пути]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rotas de Comércio]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="83302" />
  <ARTID value="83302" />
  <ARTIST name="Matt Cavotta" />
  <CASTING_COST cost="{1}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The wise, the righteous, the mighty—the merchant feeds them all.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sage, juste, puissant — qui que vous soyez, le marchand vous nourrit.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El comerciante alimenta a todos: al sabio, al justo, al poderoso.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Weisen, die Rechtschaffenen, die Mächtigen sie alle könnten ohne den Kaufmann nicht überleben.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il saggio, il giusto, il potente: sono i mercanti a nutrirli tutti quanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[賢き者、正しき者、力ある者――すべてを支えるのは商う者。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The wise, the righteous, the mighty—the merchant feeds them all.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мудрого, справедливого, властного всех их кормит торговец.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os sábios, os justos, os fortes o mercador alimenta a todos.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="9ED" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}: Return target land you control to its owner’s hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1} : Renvoyez le terrain ciblé que vous contrôlez dans la main de son propriétaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}: Regresa la tierra objetivo que controles a la mano de su propietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}: Bringe ein Land deiner Wahl, das du kontrollierst, auf die Hand seines Besitzers zurück.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}: Il proprietario riprende in mano una terra bersaglio che tu controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}:あなたがコントロールする土地1つを対象とし、それをオーナーの手札に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}: Return target land you control to its owner’s hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}: Верните целевую землю, которую вы контролируете, в руку владельца.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}: Devolve o terreno alvo que você controla para a mão de seu dono.]]></LOCALISED_TEXT>
    <COST mana_cost="{1}" type="Mana" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectDC() ~= nil then
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if target ~= nil then
         target:PutInHand()
      end
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}, Discard a land card: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}, défaussez-vous d’une carte de terrain : Piochez une carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}, descartar una carta de tierra de tu mano: Roba una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}, wirf ein Land aus deiner Hand ab: Ziehe eine Karte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}, Scarta una carta terra: Pesca una carta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}, 土地カードを1枚捨てる:カードを1枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}, Discard a land card: Draw a card.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}, Сбросьте карту земли: возьмите карту.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}, Descarte um card de terreno: Compre um card.]]></LOCALISED_TEXT>
    <COST mana_cost="{1}" type="Mana" />
    <COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    </COST_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(1)
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby NeoAnderson » 08 Jan 2014, 23:39

neuro wrote:Before I post this I tried to make this.
I used your deck editor. Created custom folder. I modified Titan's Strength XML for Brute Force. Removed Scry and Trigger effects. I put the XML file in \DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\CARDS folder. Then created WAD from it.
I could see Brute Force in Deck Editor when I refresh data. Used in a deck but when I enter the game, the card was missing.
Probably I'im missing smt in editing XML, file names or ID's. If you give me one working XML file for a card(ready to make WAD) I can manage the rest.
You don't need to pack the XML card into wad, if you have your custom folder the game and also Riiak deck editor will find it. So you can leave the XML into \DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\CARDS and the TDX picture into \DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\ART_ASSETS\ILLUSTRATIONS folder. The TDX picture name must be the same of <ARTID value="XXXXXX" /> into card XML. For example Brute force code below the TDX file must be renamed as <ARTID value="370454" /> so the tdx will be 370454.TDX.
The Card XML file must have the same name of the tag <FILENAME text="BRUTE_FORCE_370454" /> so you have to save this XML file as BRUTE_FORCE_370454.XML
Brute Force | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="BRUTE_FORCE_370454" />
  <CARDNAME text="BRUTE_FORCE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Brute Force]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Brute Force]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="370454" />
  <ARTID value="370454" />
  <ARTIST name="Wayne Reynolds" />
  <CASTING_COST cost="{R}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Instant" />
  <EXPANSION value="MMA" />
  <RARITY metaname="C" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Una creatura bersaglio prende +3/+3 fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Target creature gets +3/+3 until end of turn.]]></LOCALISED_TEXT>
 <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_3_3" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
      <CONTINUOUS_ACTION layer="7C">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:Power_Add( 3 )
       characteristics:Toughness_Add( 3 )
    end
    </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
   </SPELL_ABILITY>
   <SEALED_HEURISTICS is_combat_trick="1" />
   <SEALED_HEURISTICS score_modifier="0" />
   <SEALED_SYNERGY_BONUS type="CREATURE" score_bonus="750" density_cap="0.5" />
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY type="in_response" response_target="1" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
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Re: Formal Request Thread

Postby AngelLestat » 09 Jan 2014, 00:16

NeoAnderson wrote:I am sorry i forget to add the cost into the second ability, sometimes when i am tired i can miss something, anyway as my Friend Mc-Brodie says is just a line to add.
You can copy the code below.
About the game crash without know which cards you are using and without understand exactly which are the conditions when the game crash is impossible to find the reason. Probably if you are talking of a land deck could be some token registration missed.
Thanks very much to Both, Mc-Brodie and Neo.
It does not matter, in fact, I enjoy a little bit the cheat issue :)
And at the end, you guys do a lot.

About the crash, nevermind, I guess is something about all the manual mana code with the 20 different kinds of lands that I have in the deck. But I can finish almost all games without crash.
I dont use tokens, is just lands who become creatures, and the final assault is all lands becoming creatures. I also get full control with just lands (and other spells of course, but not creature spells)

One question, all the cards that you guys named like Teferi's Response, are cards already coded or you just use them like example? (I am not making a request, just asking)

PD: I already learn many things, like how to unzip some wads and modify some files.
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Re: Formal Request Thread

Postby NeoAnderson » 09 Jan 2014, 00:44

AngelLestat wrote:
NeoAnderson wrote:I am sorry i forget to add the cost into the second ability, sometimes when i am tired i can miss something, anyway as my Friend Mc-Brodie says is just a line to add.
You can copy the code below.
About the game crash without know which cards you are using and without understand exactly which are the conditions when the game crash is impossible to find the reason. Probably if you are talking of a land deck could be some token registration missed.
Thanks very much to Both, Mc-Brodie and Neo.
It does not matter, in fact, I enjoy a little bit the cheat issue :)
And at the end, you guys do a lot.

About the crash, nevermind, I guess is something about all the manual mana code with the 20 different kinds of lands that I have in the deck. But I can finish almost all games without crash.
I dont use tokens, is just lands who become creatures, and the final assault is all lands becoming creatures. I also get full control with just lands (and other spells of course, but not creature spells)

One question, all the cards that you guys named like Teferi's Response, are cards already coded or you just use them like example? (I am not making a request, just asking)

PD: I already learn many things, like how to unzip some wads and modify some files.
About the lands, the manual mana lands generate mana tokens, and for each colour should be added the follow code line :
Code: Select all
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
The code above is about a token for white mana you can see the "W" at then end of the name. Obviously this are using Riiak manual mana function.
If there is a land who miss one of this line can cause the game crash.

About the cards like Teferi's Response i think Riiak named them just as example because i haven't find any of them.
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Re: Formal Request Thread

Postby AngelLestat » 09 Jan 2014, 01:58

Ok that helps.. One question, all lands count also like token? Or just the lands who has the abilitie to become creature?
And if a sorcery make them creatures? This mean that all lands needs to have this line?

I notice that I cant not tap manually some of my lands, this make them suspects of causing the crash?
Also there is many lands who adds 2 possible colors, but when I choose the color it does not tap, only when I play the spell it taps.
So it seems that many of these lands are not using the Riiak function.
If that is the problem, I just need to add that line? Or with some modification at _W in case generate different colors?

mmm maybe I need to read the Riiak´s wiki.
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Re: Formal Request Thread

Postby NeoAnderson » 09 Jan 2014, 02:19

AngelLestat wrote:Ok that helps.. One question, all lands count also like token? Or just the lands who has the abilitie to become creature?
And if a sorcery make them creatures? This mean that all lands needs to have this line?

I notice that I cant not tap manually some of my lands, this make them suspects of causing the crash?
Also there is many lands who adds 2 possible colors, but when I choose the color it does not tap, only when I play the spell it taps.
So it seems that many of these lands are not using the Riiak function.
If that is the problem, I just need to add that line? Or with some modification at _W in case generate different colors?

mmm maybe I need to read the Riiak´s wiki.
I don't want to bring to you to be confused.
Lands are lands not token.
I was just saying that lands using Riiak manual mana function, to produce mana they generate invisible tokens, who are used to cast spells.
Also other cards have the ability to put token on battlefield like Tetravus, normally the token are visible.
The invisible token is just a solution used by Riiak to implement mana function.

Now all the cards that put tokens onto battlefield (invisible or visible), (mana or creatures), must Register the token with a line like that one. Obviously the token name change token by token. So each of that card have is particular token registration line.
If this line is missed, the card works but sometimes at end of the game, the game crash.
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Re: Formal Request Thread

Postby NeoAnderson » 09 Jan 2014, 10:29

Hey Sumomole, TheFireMind have you checked my last version of CELESTIAL ARCHON is the REV 4.0 please let me know what you think about it. I think we are closer to define a working Bestow (closer to an acceptable approximation) take a look to my tests report.

2. I still have this question about the alternate costs, when we play an altenate cost, it is displayed a multiple choice where the first answer is the normal casting cost, the second one is the alternate cost. How can we add a Tag for the second answer? I mean the first answer is displayed also with casting cost, the second one just display "[]". Someone know how and where can i add a tag="CARD_QUERY_....." to display custom text?
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Re: Formal Request Thread

Postby thefiremind » 09 Jan 2014, 11:00

NeoAnderson wrote:2. I still have this question about the alternate costs, when we play an altenate cost, it is displayed a multiple choice where the first answer is the normal casting cost, the second one is the alternate cost. How can we add a Tag for the second answer? I mean the first answer is displayed also with casting cost, the second one just display "[]". Someone know how and where can i add a tag="CARD_QUERY_....." to display custom text?
Look at Commandeer (official card):
Code: Select all
<ABILITY_TEXT tag="CARD_QUERY_EXILE_2_BLUE_CARDS" />
that's what you need to have inside the UTILITY_ABILITY with the alternate cost.
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Re: Formal Request Thread

Postby NeoAnderson » 09 Jan 2014, 11:28

thefiremind wrote:
NeoAnderson wrote:2. I still have this question about the alternate costs, when we play an altenate cost, it is displayed a multiple choice where the first answer is the normal casting cost, the second one is the alternate cost. How can we add a Tag for the second answer? I mean the first answer is displayed also with casting cost, the second one just display "[]". Someone know how and where can i add a tag="CARD_QUERY_....." to display custom text?
Look at Commandeer (official card):
Code: Select all
<ABILITY_TEXT tag="CARD_QUERY_EXILE_2_BLUE_CARDS" />
that's what you need to have inside the UTILITY_ABILITY with the alternate cost.
Thanks a lot Fire, now it works fine, i was not sure how to search it :-).
Anyway have you take a look to the last version? What you think?
As you can see i also tested it with your version of Dual Nature and works fine, i would make some test with cards with heroic but it seems no one have coded yet.
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Re: Formal Request Thread

Postby MC Brodie » 09 Jan 2014, 13:52

Is there a way we could hack a workaround so heroic recognizes bestow? For example have the bestow cards grant heroic cards an ability that fires the appropriate trigger for heroic when targeted by a bestow creature.

Also, if you are still looking for heroic cards Neo you can definitely find them in thefiremind's mod. There may be some in sumomole's mod or drlegends. Though I didn't notice any heroic cards in sumo's card list from the quick glance I took.
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