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Magic: The Gathering - Duels of the Planeswalkers
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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by thefiremind » 25 Feb 2014, 20:13
The target changes zone, but you didn't protect the pointer...BloodReyvyn wrote:Still can't get Deathrender to attach itself to the creature you put on the battlefield.
- Code: Select all
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
EffectDC():Get_Targets(0):Protect_CardPtr(0)
target:PutOntoBattlefield( EffectController() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil and EffectSource() ~= nil then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
< Former DotP 2012/2013/2014 modder >
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thefiremind - Programmer
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Re: Formal Request Thread
by BloodReyvyn » 25 Feb 2014, 20:50
I'll change it and test it again in a bit. I tried doing something similar after having a look at your Nim Deathmantle, but it stopped allowing me to put the creature on the battlefield, and thus still wouldn't attach itself (since the creature was still in-hand).thefiremind wrote:The target changes zone, but you didn't protect the pointer...BloodReyvyn wrote:Still can't get Deathrender to attach itself to the creature you put on the battlefield.
- Code: Select all
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
EffectDC():Get_Targets(0):Protect_CardPtr(0)
target:PutOntoBattlefield( EffectController() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil and EffectSource() ~= nil then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
EDIT: Yeah, that did the trick. I compared what I did to your code and it would have worked if I hadn't tried to protect the card pointer after putting the creature onto the battlefield.

Here's the working code:
- Deathrender (Tested) | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="DEATHRENDER_139727" />
<CARDNAME text="DEATHRENDER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Deathrender]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Arrache-mort]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Otorgamuerte]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Todesbringer]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fendente Letale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[死裂の剣]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Deathrender]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Смертельный Двузубец]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Serve-Morte]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="139727" />
<ARTID value="139727" />
<ARTIST name="Martina Pilcerova" />
<CASTING_COST cost="{4}" />
<TYPE metaname="Artifact" />
<SUB_TYPE metaname="Equipment" />
<EXPANSION value="LRW" />
<RARITY metaname="R" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equipped creature gets +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature équipée gagne +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura equipada obtiene +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die ausgerüstete Kreatur erhält +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura equipaggiata prende +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーは+2/+2の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equipped creature gets +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снаряженное существо получает +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura equipada recebe +2/+2.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
if EffectSource()~= nil then
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 2 )
parent:GetCurrentCharacteristics():Toughness_Add( 2 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que la créature équipée est mise dans un cimetière depuis le jeu, vous pouvez mettre en jeu une carte de créature de votre main et lui attacher l’Arrache-mort.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la criatura equipada vaya a un cementerio desde el juego, puedes poner en juego una carta de criatura de tu mano y anexarle el Otorgamuerte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn die ausgerüstete Kreatur aus dem Spiel auf einen Friedhof gelegt wird, kannst du eine Kreaturenkarte aus deiner Hand ins Spiel bringen und den Todesbringer daran anlegen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la creatura equipaggiata muore, puoi mettere sul campo di battaglia una carta creatura dalla tua mano e assegnarle il Fendente Letale.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーが場からいずれかの墓地に置かれるたび、あなたはあなたの手札にあるクリーチャー・カードを1枚場に出して死裂の剣をそれにつけてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда снаряженное существо попадает из игры на кладбище, вы можете положить в игру карту существа из вашей руки и прикрепить к ней Смертельный Двузубец.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que a criatura equipada é colocada no cemitério vinda do jogo, você pode colocar em jogo um card de criatura de sua mão e anexar Serve-Morte a ele.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
return TriggerObject() == EffectSource():GetParent()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_HAND, EffectController() )
EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_ONTO_BATTLEFIELD", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
EffectDC():Get_Targets(0):Protect_CardPtr(0)
target:PutOntoBattlefield( EffectController() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil and EffectSource() ~= nil then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equip {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équipement {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equipar {2}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausrüsten {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equipaggiare {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備 {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equip {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снарядить {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equipar {2}]]></LOCALISED_TEXT>
<COST mana_cost="{2}" type="Mana" />
<AVAILABILITY sorcery_time="1" />
<AI_AVAILABILITY type="restriction" restriction_type="equip" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target_card ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target_card )
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
return false
else
return true
end
</AUTO_SKIP>
</ACTIVATED_ABILITY>
</CARD_V2>
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
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Re: Formal Request Thread
by MC Brodie » 02 Mar 2014, 18:23
Has anyone tried to make a card costing {2/W}, {2/U}, {2/B}, {2/R} or {2/G}? I'm trying to make Beseech the Queen and in-game, there are no mana symbols displayed on the card at all. The engine seems to handle casting the card correctly. I was able to cast it paying with
and
and both worked. However, when I had three Swamp and two Plains I could only pay
and could not cycle to pay
.
Any ideas on a workaround to the missing casting cost display?














Any ideas on a workaround to the missing casting cost display?
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by Thibats » 16 Mar 2014, 20:44
Anyone know where i van download dragons maze and gatecrash cards ?
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Re: Formal Request Thread
by sumomole » 17 Mar 2014, 00:52
There is no such a file, but you could write down the required cards, others will provide links of existing cards and code the rest for you.Thibats wrote:Anyone know where i van download dragons maze and gatecrash cards ?

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Re: Formal Request Thread
by Xander9009 » 18 Mar 2014, 16:05
Gatecrash cards as found here.
I've checked, though I wasn't particularly thorough. If I've missed a card that's available, someone will have to point it out. If I've missed an entire wad, just point me to the wad and I'll figure out which relevant cards it has (unless you decide you want to). I think I must be missing a wad or something, because I've seen a few cards that I remember seeing coded, but that I can't find. It might just be that they were coded here, in the requests thread, though; and thus they were never in a wad.
VNL - Vanilla/base game
DLC - Expansion
DP1 - Deck Pack 1
DP2 - Deck Pack 2
DP3 - Deck Pack 3
TFM - TheFireMind
PLW - TheFireMind's/gorem2k's Planeswalkers Pool
SMM - Sumomole
RSN - RiiakShiNal
MMF - RiiakShiNal's Manual Mana Functions
VCF - RiiakShiNal's Core Fixes
BRM - Blood Reyvyn's Mod
MCR - MC Brodie
KEV - Kevlahnota
JAC - Jacque
Is Armored Transport possible? I haven't seen any cards quite like it. I can certainly make something that's close, but I can't think of a way to make it perfect. I can't say the blocking creatures deal no combat damage in case they block multiple creatures. I want to say he takes no combat damage during your attack phase, but I don't know if there are any cards that this would be incompatible with. Should I go ahead and do it that way?
I've checked, though I wasn't particularly thorough. If I've missed a card that's available, someone will have to point it out. If I've missed an entire wad, just point me to the wad and I'll figure out which relevant cards it has (unless you decide you want to). I think I must be missing a wad or something, because I've seen a few cards that I remember seeing coded, but that I can't find. It might just be that they were coded here, in the requests thread, though; and thus they were never in a wad.
VNL - Vanilla/base game
DLC - Expansion
DP1 - Deck Pack 1
DP2 - Deck Pack 2
DP3 - Deck Pack 3
TFM - TheFireMind
PLW - TheFireMind's/gorem2k's Planeswalkers Pool
SMM - Sumomole
RSN - RiiakShiNal
MMF - RiiakShiNal's Manual Mana Functions
VCF - RiiakShiNal's Core Fixes
BRM - Blood Reyvyn's Mod
MCR - MC Brodie
KEV - Kevlahnota
JAC - Jacque
- Gatecrash Cards | Open
- Act of Treason - VNL
Adaptive Snapjaw -
Aerial Maneuver -
Ætherize -
Agoraphobia -
Alms Beast -Alpha Authority- Not Possible
Angelic Edict -
Angelic Skirmisher - TFM
Armored Transport -
Arrows of Justice -
Assault Griffin -
Assemble the Legion - SMM/BRN
Aurelia, the Warleader - TFM/SMM
Aurelia’s Fury - TFM/SMM
Balustrade Spy - SMM
Bane Alley Broker - TFM
Basilica Guards -
Basilica Screecher -
Beckon Apparition -
Biomass Mutation -
Bioshift - TFM
Biovisionary - VNL
Blind Obedience - SMM
Bomber Corps -
Borborygmos Enraged -
Boros Charm - SMM/BRM
Boros Elite - SMM
Boros Guildgate - SMM/MCR/MMF
Boros Keyrune - MMF
Boros Reckoner - SMM/BRM
Breeding Pool - SMM
Burning-Tree Emissary - SMM
Burst of Strength -
Call of the Nightwing -
Cartel Aristocrat - SMM
Cinder Elemental -
Clan Defiance -
Clinging Anemones -
Cloudfin Raptor - SMM
Coerced Confession -
Consuming Aberration -
Contaminated Ground -
Corpse Blockade -
Court Street Denizen - DP1
Crackling Perimeter -
Crocanura -
Crowned Ceratok - SMM
Crypt Ghast -
Daring Skyjek - SMM
Death’s Approach -
Deathcult Rogue -
Deathpact Angel - TFM/SMM/BRM
Debtor’s Pulpit -
Devour Flesh - SMM
Diluvian Primordial - VNL
Dimir Charm - SMM
Dimir Guildgate - SMM/MCR/MMF
Dimir Keyrune - MMF
Dinrova Horror - VNL/VCF
Disciple of the Old Ways -
Domri Rade -
Drakewing Krasis -
Duskmantle Guildmage -
Duskmantle Seer -
Dutiful Thrull -
Dying Wish -
Elusive Krasis - SMM
Ember Beast -
Enter the Infinite - SMM
Executioner’s Swing -
Experiment One - SMM
Fathom Mage - SMM
Firefist Striker - SMM
Firemane Avenger - TFM/SMM
Five-Alarm Fire -
Forced Adaptation -
Fortress Cyclops -
Foundry Champion -
Foundry Street Denizen - SMM
Frenzied Tilling -
Frilled Oculus -
Frontline Medic -
Furious Resistance -
Gateway Shade -
Ghor-Clan Rampager - SMM
Giant Adephage -
Gideon, Champion of Justice - PLW
Gift of Orzhova - BRM
Glaring Spotlight -
Godless Shrine - SMM/MCR
Greenside Watcher -
Gridlock -
Grisly Spectacle -
Ground Assault -
Gruul Charm -
Gruul Guildgate - SMM/MMF/MCR
Gruul Keyrune - MMF
Gruul Ragebeast -
Guardian of the Gateless - TFM/SMM/BRM
Guildscorn Ward -
Gutter Skulk -
Gyre Sage - SMM/JAC
Hands of Binding - VNL/DP2
Hellkite Tyrant -
Hellraiser Goblin -
High Priest of Penance - SMM/BRM
Hindervines - SMM
Hold the Gates -
Holy Mantle - BRM
Homing Lightning - MCR
Horror of the Dim -
Hydroform -
Illness in the Ranks - SMM
Illusionist’s Bracers -
Immortal Servitude - SMM/BRM/KEV
Incursion Specialist - VNL
Ivy Lane Denizen - SMM
Keymaster Rogue - BRM
Killing Glare -
Kingpin’s Pet - TFM
Knight of Obligation -
Knight Watch - BRM
Last Thoughts - DP2
Lazav, Dimir Mastermind -
Legion Loyalist -
Leyline Phantom - VNL
Lord of the Void - DLC/SMM
Luminate Primordial -
Madcap Skills - SMM
Mark for Death -
Martial Glory -
Massive Raid - MCR
Master Biomancer - TFM/SMM
Mental Vapors - VNL
Merciless Eviction - SMM
Merfolk of the Depths -
Metropolis Sprite -
Midnight Recovery -
Millennial Gargoyle -
Miming Slime -
Mind Grind - BRM
Mindeye Drake -
Molten Primordial -
Mortus Strider -
Mugging -
Murder Investigation -
Mystic Genesis -
Naturalize - DLC/TFM/MCR/KEV
Nav Squad Commandos -
Nightveil Specter - SMM
Nimbus Swimmer - TFM/BRM
Obzedat, Ghost Council - TFM/SMM
Ogre Slumlord - SMM/MCR
One Thousand Lashes -
Ooze Flux -
Ordruun Veteran -
Orzhov Charm -
Orzhov Guildgate - MMF/MCR/SMM
Orzhov Keyrune - MMF
Paranoid Delusions -
Pit Fight - TFM/SMM/MCR
Predator’s Rapport -
Primal Visitation -
Prime Speaker Zegana - TFM/SMM
Prophetic Prism - SMM
Psychic Strike -
Purge the Profane -
Rapid Hybridization - SMM
Razortip Whip -
Realmwright -
Righteous Charge -
Riot Gear -
Ripscale Predator -
Rubblebelt Raiders - SMM
Rubblehulk -
Ruination Wurm -
Rust Scarab -
Sacred Foundry - SMM/MCR
Sage’s Row Denizen -
Sapphire Drake -
Scab-Clan Charger -
Scatter Arc -
Scorchwalker -
Sepulchral Primordial -
Serene Remembrance -
Shadow Alley Denizen - TFM
Shadow Slice - VNL
Shambleshark - SMM
Shattering Blow -
Shielded Passage -
Signal the Clans -
Simic Charm - SMM/BRM
Simic Fluxmage -
Simic Guildgate - MMF/SMM/MCR
Simic Keyrune - MMF
Simic Manipulator -
Skarrg Goliath -
Skarrg Guildmage -
Skinbrand Goblin -
Skullcrack -
Skyblinder Staff -
Skygames -
Skyknight Legionnaire -
Slate Street Ruffian - VNL
Slaughterhorn -
Smite -
Smog Elemental - VNL
Soul Ransom - TFM/SMM
Spark Trooper - SMM
Spell Rupture - SMM
Spire Tracer - DLC/JAC
Stolen Identity - VNL/DP2
Stomping Ground - SMM/MCR
Structural Collapse -
Sunhome Guildmage - BRM
Sylvan Primordial - SMM
Syndic of Tithes -
Syndicate Enforcer -
Thespian’s Stage -
Thrull Parasite -
Tin Street Market -
Totally Lost -
Tower Defense -
Towering Thunderfist -
Treasury Thrull -
Truefire Paladin -
Undercity Informer - SMM
Undercity Plague -
Unexpected Results -
Urban Evolution - SMM
Urbis Protector - DP1
Verdant Haven - MAN
Viashino Shanktail -
Vizkopa Confessor -
Vizkopa Guildmage - TFM/SMM
Voidwalk -
Warmind Infantry -
Wasteland Viper -
Watery Grave - SMM/MCR
Way of the Thief -
Whispering Madness - TFM
Wight of Precinct Six -
Wildwood Rebirth -
Wojek Halberdiers -
Wrecking Ogre -
Zameck Guildmage - TFM/SMM
Zarichi Tiger -
Zhur-Taa Swine -
Is Armored Transport possible? I haven't seen any cards quite like it. I can certainly make something that's close, but I can't think of a way to make it perfect. I can't say the blocking creatures deal no combat damage in case they block multiple creatures. I want to say he takes no combat damage during your attack phase, but I don't know if there are any cards that this would be incompatible with. Should I go ahead and do it that way?
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by MasterXploder7 » 19 Mar 2014, 20:54
i hate to point this out, and im only doing this because im nit picky about cards i have a soft spot for but mind grind is not in blood reyvyn's mod, if it exists in a .WAD i would love to have it though >_<
"Hate is an everlasting wellspring from which it is eternally sustained." - Nirkana Revenant
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Re: Formal Request Thread
by Xander9009 » 19 Mar 2014, 23:12
I just redownloaded Blood Reyvyn's core, unpacked it, and looked at the cards. It is most definitely in there. It's not used in any decks, but it's still in the wad.MasterXploder7 wrote:i hate to point this out, and im only doing this because im nit picky about cards i have a soft spot for but mind grind is not in blood reyvyn's mod, if it exists in a .WAD i would love to have it though >_<
-----------------------
Unrelated, I've completed all of the cards in my above post A-C. I haven't yet done Armored Transport in case I shouldn't do it the way I'm planning. I'll put the cards in my community wad (found here) after I've had a chance to test them. Once the list is complete, I'll go about getting an art file up as well.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by RiiakShiNal » 20 Mar 2014, 00:09
Armored Transport is indeed possible to make. You make 3 TRIGGERED_ABILITYs, the first triggers on BLOCKING and you check to see that TriggerObject() is a creature (which it should always be) and that SecondaryObject() is Armored Transport, if it is you store that card pointer in a LinkedDC() register (you need to store it in a list format as there may be more than 1 blocker). In the second TRIGGERED_ABILITY it pre-triggers on SOURCE_DEALS_DAMAGE_TO_OBJECT, you check to see if the damage source is one of the pointers you stored from the 1st ability, if it is and the damage IsCombat() then you PreventAll(). The 3rd TRIGGERED_ABILITY triggers at BEGINNING_OF_STEP, STEP_END_OF_COMBAT, at which point it clears the LinkedDC() card pointer list so that if for whatever reason there is another combat phase and Armored Transport attacks again the process can repeat.Xander9009 wrote:Is Armored Transport possible? I haven't seen any cards quite like it. I can certainly make something that's close, but I can't think of a way to make it perfect. I can't say the blocking creatures deal no combat damage in case they block multiple creatures. I want to say he takes no combat damage during your attack phase, but I don't know if there are any cards that this would be incompatible with. Should I go ahead and do it that way?
This method should be 100% MtG rules compliant (though implementation may need bug fixing).
Just getting started: Xander9009's DotP 2014 Community Wad
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Re: Formal Request Thread
by Xander9009 » 20 Mar 2014, 10:02
Sounds good.RiiakShiNal wrote:Armored Transport is indeed possible to make. You make 3 TRIGGERED_ABILITYs, the first triggers on BLOCKING and you check to see that TriggerObject() is a creature (which it should always be) and that SecondaryObject() is Armored Transport, if it is you store that card pointer in a LinkedDC() register (you need to store it in a list format as there may be more than 1 blocker). In the second TRIGGERED_ABILITY it pre-triggers on SOURCE_DEALS_DAMAGE_TO_OBJECT, you check to see if the damage source is one of the pointers you stored from the 1st ability, if it is and the damage IsCombat() then you PreventAll(). The 3rd TRIGGERED_ABILITY triggers at BEGINNING_OF_STEP, STEP_END_OF_COMBAT, at which point it clears the LinkedDC() card pointer list so that if for whatever reason there is another combat phase and Armored Transport attacks again the process can repeat.
This method should be 100% MtG rules compliant (though implementation may need bug fixing).
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General update, tested all cards (it took awhile, because I was also re-saving all of the cards I posted in here and testing them) and the vast majority of those done (the ones I got from my own earlier posts here and A-C of the Gatecrash cards) are working. They were only quick tests since I had over 125 to go through, but only 10 left to fix/confirm which I'll do tomorrow.
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Re: Formal Request Thread
by angmarec » 20 Mar 2014, 17:02
As i did not find this cards, i ask if someone can make them
Safewright Quest
Reach of Branches
Murmuring Bosk
Vivid Grove
Safewright Quest
Reach of Branches
Murmuring Bosk
Vivid Grove
Re: Formal Request Thread
by Misplay » 21 Mar 2014, 07:27
Hello!
If Possible, I would like to submit two requests:
- Wall of roots...
- ... And Mizzium mortars.
thanks in advance!
If Possible, I would like to submit two requests:
- Wall of roots...
- ... And Mizzium mortars.
thanks in advance!
Re: Formal Request Thread
by MasterXploder7 » 22 Mar 2014, 15:24
im not sure how to highlight and set up the colorful wonders of the cards people ask for but would any body be up to making:
Sadistic Sacrament
Denying Wind
Grisly Spectacle
Thespian's Stage
(not sure if this one will work out but) Szadek, Lord of Secrets
Lighthouse Chronologist
(i swear this is the last edit) Baron Sengir
Sadistic Sacrament
Denying Wind
Grisly Spectacle
Thespian's Stage
(not sure if this one will work out but) Szadek, Lord of Secrets
Lighthouse Chronologist
(i swear this is the last edit) Baron Sengir
Last edited by MasterXploder7 on 24 Mar 2014, 16:00, edited 1 time in total.
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Re: Formal Request Thread
by RiiakShiNal » 23 Mar 2014, 02:18
The highlighting and hover effects are automatic if you simply type the English name for the card exactly with a few minor caveats:MasterXploder7 wrote:im not sure how to highlight and set up the colorful wonders of the cards people ask for
- Capitalization is important and must be exact. For example ArchAngel versus archangel versus Archangel.
- Shortened names will not get highlighted so Melira won't get highlighted but Melira, Sylvok Outcast will.
- Punctuation must be present. Melira Sylvok Outcast versus Melira, Sylvok Outcast.
- Special characters should be replaced with acceptable English characters for example Æ becomes AE so Æther Adept becomes AEther Adept.
- The script won't recognize the names if you put them in quotations or similar: "Black Lotus" versus Black Lotus.
- The script often won't recognize names with apostrophes in them in quote blocks like Urza's Bauble. Sometimes it will sometimes it won't, I'm unsure of the exact condition at the moment.
You already followed those highlighting rules in your post and people coding the requests appreciate that.
BTW, All of the cards you requested in that post should be possible to code (I'm not seeing any effects that are impossible).
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Re: Formal Request Thread
by Hacker85 » 29 Mar 2014, 14:49
hi guys im gonna need a few cards maybe someone can help me
Tornado Elemental
Murmuring Bosk
and im wanna make an elemental deck so i gonna need a few elementals
Ancient Ziggurat
Primal Beyond
Flamekin Harbinger
Smokebraider
Incandescent Soulstoke
Shriekmaw
Bloom Tender
Skullbriar, the Walking Grave
maybe someone could help.
Thx in advanche
Tornado Elemental
Murmuring Bosk
and im wanna make an elemental deck so i gonna need a few elementals
Ancient Ziggurat
Primal Beyond
Flamekin Harbinger
Smokebraider
Incandescent Soulstoke
Shriekmaw
Bloom Tender
Skullbriar, the Walking Grave
maybe someone could help.
Thx in advanche
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