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2014




Formal Request Thread
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Re: Formal Request Thread
by NeoAnderson » 19 Jan 2014, 01:39
Ahhahahah sorry to bring you on wrong way my friendthefiremind wrote:That was a reasonable doubt, but I would have tried LinkedDC before considering it as a non-working option (in fact, I was sure you already tried, that's why I didn't mention itNeoAnderson wrote:Honestly i haven't thought about LinkedDC because in the past i had problem to retrieve info from LinkedDC into AVAILABILITY BLOCK, so now i have to read info into TARGET DEFINITION BLOCK so i was thinking i could found the same issue.).


As like the fact that EffectSource() into Availability block sometime works sometime not.
So i directly used Riiak ObjectDC because in the past i had problems with common functions, and to avoid that i had to use it, so this time to avoid to waste time i used directly Riiak function.
Who could know that this time is Riiak function who give me troubles

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Re: Formal Request Thread
by RiiakShiNal » 22 Jan 2014, 03:45
That's right Illusionist's Bracers is still impossible to code as we have no way to copy abilities/effects. We can copy cards, but that is because we have engine support for that, we lack engine support for copying, countering, and modifying abilities/effects in any way.
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Re: Formal Request Thread
by NeoAnderson » 22 Jan 2014, 04:13
About this point do you know what is STACK_OBJECT_ABILITY ??RiiakShiNal wrote:That's right Illusionist's Bracers is still impossible to code as we have no way to copy abilities/effects. We can copy cards, but that is because we have engine support for that, we lack engine support for copying, countering, and modifying abilities/effects in any way.
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Re: Formal Request Thread
by MC Brodie » 22 Jan 2014, 04:32
Technically we can counter abilities. If you have the expansion look at Frost Titan. If not, I made Kira, Great Glass-Spinner in Kieran's deck thread.NeoAnderson wrote:About this point do you know what is STACK_OBJECT_ABILITY ??RiiakShiNal wrote:That's right Illusionist's Bracers is still impossible to code as we have no way to copy abilities/effects. We can copy cards, but that is because we have engine support for that, we lack engine support for copying, countering, and modifying abilities/effects in any way.
The problem as I see it is with cards like Stifle, you can't target an activated or triggered ability because they aren't visibly on the stack. I've thought of keeping track of the pointers to abilities on the stack then letting the user choose through a multiple choice. But then the problem is figuring out which ability is which, what the ability is targeting, etc. maybe you'll have better luck than me though.
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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by thefiremind » 22 Jan 2014, 09:38
As RiiakShiNal already said, there's no function to copy an ability, so Illusionist's Bracers are out of the question, no matter how you manage to make abilities targettable.MC Brodie wrote:The problem as I see it is with cards like Stifle, you can't target an activated or triggered ability because they aren't visibly on the stack. I've thought of keeping track of the pointers to abilities on the stack then letting the user choose through a multiple choice. But then the problem is figuring out which ability is which, what the ability is targeting, etc. maybe you'll have better luck than me though.
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Re: Formal Request Thread
by Axeluzz » 22 Jan 2014, 12:14
I dont know if this has already been done (if it has please link) but i would really like to see a Rakdos Vampires deck, whith Olivia Voldaren and Stromkirk Captain and such.
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Re: Formal Request Thread
by Deadpoolmtg » 22 Jan 2014, 18:30
Can someone please code these cards for me?
Thespian's Stage (Re-request) - Piece of Jund Jund Depths
Dark Depths (Re-request) - Piece of Jund Depths
Wight of Precinct Six (To play with Phenax)
;D
Thespian's Stage (Re-request) - Piece of Jund Jund Depths
Dark Depths (Re-request) - Piece of Jund Depths
Wight of Precinct Six (To play with Phenax)
;D
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Re: Formal Request Thread
by sumomole » 23 Jan 2014, 14:08
is there a way to to calculate the words in card name

Deadpoolmtg wrote:Can someone please code these cards for me?
Thespian's Stage (Re-request) - Piece of Jund Jund Depths
Dark Depths (Re-request) - Piece of Jund Depths
Wight of Precinct Six (To play with Phenax)
;D
cards.zip
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Last edited by sumomole on 23 Jan 2014, 15:45, edited 1 time in total.
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Re: Formal Request Thread
by NeoAnderson » 23 Jan 2014, 14:32
If you know how to read a string type by type (i think like an array of types) you could read how many "_" you found then it should be almost that number + 1. Example : XXX_XXXX_XX = 2 + 1 = 3sumomole wrote:is there a way to to calculate the words in card name?
Hey sumo i am working on ARCHETYPE issue, i got some results but i still have to resolve something please take a look to my post into born of the gods topic, i need your opinion and help.
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Re: Formal Request Thread
by sumomole » 23 Jan 2014, 15:15
I just don't know that and waiting for someone to teach me, do you know?NeoAnderson wrote:If you know how to read a string type by type (i think like an array of types) you could read how many "_" you found then it should be almost that number + 1. Example : XXX_XXXX_XX = 2 + 1 = 3sumomole wrote:is there a way to to calculate the words in card name?
Hey sumo i am working on ARCHETYPE issue, i got some results but i still have to resolve something please take a look to my post into born of the gods topic, i need your opinion and help.

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Re: Formal Request Thread
by RiiakShiNal » 23 Jan 2014, 15:47
If you just want to count the number of words in the card name it seems like it would be easiest to do this:
Though you could also do a match on the underscores and then add 1, but if for whatever reason there were starting or trailing underscores it would mess up the calculations.
If you expect numbers mixed in with letters in the card name you can change the "%a+" to "%w+" to get around that.
- Code: Select all
local sName = Object():GetCardName()
local nNumWords = 0
for sWord in string.gmatch(sName, "%a+") do
nNumWords = nNumWords + 1
end
Though you could also do a match on the underscores and then add 1, but if for whatever reason there were starting or trailing underscores it would mess up the calculations.
If you expect numbers mixed in with letters in the card name you can change the "%a+" to "%w+" to get around that.
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Re: Formal Request Thread
by NeoAnderson » 23 Jan 2014, 16:03
I don't ahahhahahsumomole wrote:I just don't know that and waiting for someone to teach me, do you know?


Anyway guys please check out my last version of Archetype to understand if this one is still missing something.
I have also another question i have coded this card

But to make it i had to use a workaround, during the interval(step_begin_of_combat and step_declare_clockers) if the creature is enchanted i remove the defender chracteristic. This is the only way i found to make it selectable to attack.
Have you any suggestion about? Is it acceptable?
- Pillar of War | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="PILLAR_OF_WAR_9988842" />
<CARDNAME text="PILLAR_OF_WAR" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Colonna di Guerra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pillar of War]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="9988842" />
<ARTID value="9988842" />
<ARTIST name="Aleksi Briclot" />
<CASTING_COST cost="{3}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Solo perchè un tempio non ha guardie non significa che sia indifeso.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Just because a temple has no guards doesn't mean it's undefended.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Artifact" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Golem" />
<EXPANSION value="BNG" />
<RARITY metaname="U" />
<POWER value="3" />
<TOUGHNESS value="3" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Defender]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Défenseur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Defensor.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verteidiger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Difensore]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[防衛]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[수비태세]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Защитник]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Defensor]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
if (MTG():GetStep() >= STEP_BEGIN_COMBAT) and (MTG():GetStep() < STEP_DECLARE_BLOCKERS) and (EffectController():MyTurn()) and (EffectSource():IsEnchanted()) then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_DEFENDER, 0)
else
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_DEFENDER, 1)
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che a Colonna di Guerra è incantata, può attaccare come se non avesse difensore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[As long as Pillar of War is enchanted it can attack as though it didn't have defender.]]></LOCALISED_TEXT>
</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>
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Re: Formal Request Thread
by RiiakShiNal » 23 Jan 2014, 17:23
This will have problems with cards that care about defender, such as trying to use Axebane Guardian during the combat phase to cast an instant, or Aurification (even if Aurification gives it defender it should still be able to attack, but with your method it can't), Grotag Siege-Runner, Ogre Gatecrasher, Overgrown Battlement, Peregrine Mask, Guard Duty, Stalwart Shield-Bearers, Vent Sentinel, Zephyr Net, etc....NeoAnderson wrote:But to make it i had to use a workaround, during the interval(step_begin_of_combat and step_declare_clockers) if the creature is enchanted i remove the defender chracteristic. This is the only way i found to make it selectable to attack.
Have you any suggestion about? Is it acceptable?[/b]
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Re: Formal Request Thread
by NeoAnderson » 24 Jan 2014, 00:47
I was already imagining some incompatibilities, but this is the only idea i had to make it selectable.RiiakShiNal wrote:This will have problems with cards that care about defender, such as trying to use Axebane Guardian during the combat phase to cast an instant, or Aurification (even if Aurification gives it defender it should still be able to attack, but with your method it can't), Grotag Siege-Runner, Ogre Gatecrasher, Overgrown Battlement, Peregrine Mask, Guard Duty, Stalwart Shield-Bearers, Vent Sentinel, Zephyr Net, etc....NeoAnderson wrote:But to make it i had to use a workaround, during the interval(step_begin_of_combat and step_declare_clockers) if the creature is enchanted i remove the defender chracteristic. This is the only way i found to make it selectable to attack.
Have you any suggestion about? Is it acceptable?[/b]
And the effect is just applied into that interval otherwise it can't be coded.
I am fighting with another issue about the folow card :

The card is simple to make but there is a problem about the TOKEN.
It seems that the games only supports TOKENS cards as like creature types, if i define the TOKEN only as artifact the game crash and create a minidump.
If i add the creature type it normally works.
I think i have to make that artifact token just as like an artifact card, in this way PutTokensOntoBattlefield, works.
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