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Formal Request Thread

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Re: Formal Request Thread

Postby drleg3nd » 11 Jul 2014, 12:19

just a tidbit of info for those who doesnt know..magic 2015 also have shocklands and temples dual lands which is just less work modders concerning lands :) ...im having a sneaky suspicion they look through these forums to get some of those cards lol
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Re: Formal Request Thread

Postby thefiremind » 11 Jul 2014, 13:29

drleg3nd wrote:just a tidbit of info for those who doesnt know..magic 2015 also have shocklands and temples dual lands which is just less work modders concerning lands :) ...im having a sneaky suspicion they look through these forums to get some of those cards lol
You are about 1 month late to the party... :mrgreen: :wink:
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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Re: Formal Request Thread

Postby RiiakShiNal » 11 Jul 2014, 13:30

They may look through these forums for ideas, but I'm pretty sure they aren't pulling them directly from the forums as they have stated that DotP 2015 does not have a mana pool, so many of the dual- and multi-lands we have coded would not work in DotP 2015. Much like with manual mana in DotP 2014 we can code cards like Arbor Elf fairly easily, in the discussion they said that Arbor Elf would basically be impossible in DotP 2015 (though if we can mod DotP 2015 we can probably make manual mana work there too). Though there may be less of a benefit to manual mana in DotP 2015 than DotP 2014 if MANA_ABILITYs are more robust.

Also, if they had been taking cards/code from this forum then the rules problems with Two-Headed Giant would not have been as severe as we've already worked around some of those problems (essentially giving solutions that could be fairly easily integrated into the engine if they so desired).
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Re: Formal Request Thread

Postby NEMESiS » 11 Jul 2014, 14:58

RiiakShiNal wrote:They may look through these forums for ideas, but I'm pretty sure they aren't pulling them directly from the forums as they have stated that DotP 2015 does not have a mana pool, so many of the dual- and multi-lands we have coded would not work in DotP 2015. Much like with manual mana in DotP 2014 we can code cards like Arbor Elf fairly easily, in the discussion they said that Arbor Elf would basically be impossible in DotP 2015 (though if we can mod DotP 2015 we can probably make manual mana work there too). Though there may be less of a benefit to manual mana in DotP 2015 than DotP 2014 if MANA_ABILITYs are more robust.

Also, if they had been taking cards/code from this forum then the rules problems with Two-Headed Giant would not have been as severe as we've already worked around some of those problems (essentially giving solutions that could be fairly easily integrated into the engine if they so desired).
I honestly believe that the Arbor Elf comment was just a white lie to not make the player base keep asking for a mana pool. You still have cards that target lands like Demolish but the real test will be Pestermite to see how truthful they really are. With duel and triple color lands I can see why they don't want to add cards like Arbor Elf, may be we will get cards like Temple Garden in the future.

As for the 2HG comment it boiled down to this: They don't know how to balance it. When his biggest issue are "(Serra Ascendant, Heartless Hidetsugu, etc.)" that tells me all I need to know. With free range building this only maximized the problem and they would rather not spend more time trying to balance it.

EDIT: I went and reread the discussion with Arbor Elf. The issue seems to be the floating mana not the land tapping which is what I assumed:

One of the core uses for Arbor Elf is to tap a forest, float a green mana, untap it, and then be able to tap it again and cast something that costs 2 green mana. If you have no mana pool, this won't work.
He's not saying that they couldn't make a card that can untap a forest. The card is a no go because there is no mana pool.
Now I see what was being referenced.
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Re: Formal Request Thread

Postby RiiakShiNal » 11 Jul 2014, 15:28

Well, for a better example of a card that is easy enough to do with manual mana we have Dark Ritual, in DotP 2015 this would be impossible without modding and converting manual mana as we have no mana pool. This also means pretty much the same problems with cards that produce more than one mana (can't use for more than 1 spell/ability) like Sol Ring, Cloudpost, Altar of Shadows, Ancient Spring, Ancient Tomb, Apprentice Wizard, Axebane Guardian, the signets, Basalt Monolith, Battle Hymn, Mana Batteries, etc....
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Re: Formal Request Thread

Postby orlouge82 » 14 Jul 2014, 03:50

Are there any plans to update the Planeswalkers pool to include those from M15 (Garruk, Nissa, Ajani, etc)? I would really appreciate if any (especially Ajani Steadfast) could be coded.

Thanks for all of the hard work!
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Re: Formal Request Thread

Postby fallenangle » 16 Jul 2014, 00:30

Would it be possible to request that any of the coding wizards here make Aetherize? I would like to use that card in a deck, but don't have the skills to make it myself.

Thanks for your help.
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Re: Formal Request Thread

Postby MC Brodie » 16 Jul 2014, 01:12

fallenangle wrote:Would it be possible to request that any of the coding wizards here make Aetherize? I would like to use that card in a deck, but don't have the skills to make it myself.

Thanks for your help.
No coding wizard needed! Is this good enough? Thanks for giving me a reason to try out thefiremind's new tool.

Ætherize | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="AETHERIZE_867366273" />
  <CARDNAME text="AETHERIZE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ætherize]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ætherisation]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Eterizar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ätherisieren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Eterizzare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[霊気化]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[에테르화]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Превращение в Эфир]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Eterificar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[乙太化]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[乙太化]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="867366273" />
  <ARTID value="867366273" />
  <ARTIST name="Ryan Barger" />
  <CASTING_COST cost="{3}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“You can come back once you’ve learned some manners—and figured out how to reconstitute your physical forms.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Revenez quand vous aurez appris les bonnes manières... et trouvé le moyen de reconstituer vos corps. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Vuelve cuando aprendas modales… y hayas averiguado cómo reconstruir tu estructura física.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Du kannst zurückkommen, sobald du Manieren hast und weißt, wie du deine körperliche Gestalt wiederherstellen kannst.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Torna quando avrai imparato le buone maniere… e a ricostituire la tua forma fisica.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「少し礼儀というものを学んでから出直すんだな――それに、肉体を再構成する方法も見つけたほうがいい。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“예의를 배우고 돌아와라. 먼저 육체를 재구성하는 방법부터 알아내야 하겠지만.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Можете вернуться, когда научитесь себя вести... и когда узнаете, как вернуть себе прежний облик».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Voltem quando tiverem aprendido boas maneiras... e descoberto como reconstituir suas formas físicas.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[「等你学会礼貌,想出如何重构你的形体后就可以回来。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[「等你學會禮貌,想出如何重構你的形體後就可以回來。」]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Instant" />
  <EXPANSION value="GTC" />
  <RARITY metaname="U" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Return all attacking creatures to their owner’s hand.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Renvoyez toutes les créatures attaquantes dans la main de leur propriétaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Regresa todas las criaturas atacantes a las manos de sus propietarios.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bringe alle angreifenden Kreaturen auf die Hand ihrer Besitzer zurück.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fai tornare tutte le creature attaccanti in mano ai rispettivi proprietari.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[すべての攻撃クリーチャーをオーナーの手札に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[모든 공격생물을 그 소유자의 손으로 되돌린다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Верните все атакующие существа в руку их владельца.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Devolva todas as criaturas atacantes para as mãos de seus donos.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[将所有进行攻击的生物移回其拥有者手上。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[將所有進行攻擊的生物移回其擁有者手上。]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add(FE_IS_ATTACKING, true)
    </FILTER>
   <RESOLUTION_TIME_ACTION filter_id="0">
    if  FilteredCard() ~= nil then
       FilteredCard():PutInHand()
    end 
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY window_step="declare_blockers" window_turn="their_turn" type="window" />
</CARD_V2>
-----------------------------------------------------------------------
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Re: Formal Request Thread

Postby AriesKiki » 26 Jul 2014, 15:06

Mates, can I request Mordant Dragon for dotp2014? Thanks in advance!
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Re: Formal Request Thread

Postby Diamondous » 27 Jul 2014, 05:34

Can I request
Battletide Alchemist, Akroma's memorial, all classic slivers, and all archtypes?
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Re: Formal Request Thread

Postby fallenangle » 27 Jul 2014, 15:53

Would it be possible to code Prismatic Oath in 2014? If so, could any of the coding wizards here put it together for me, or at least point me in the right direction? Thanks for all your help.
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Re: Formal Request Thread

Postby triskelion » 27 Jul 2014, 22:08

Hey there, is there any chance I could get a Lord of Shatterskull Pass made? Or pointed towards a deck that has it so I can dl it?
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Re: Formal Request Thread

Postby fallenangle » 28 Jul 2014, 21:22

I've been trying to create a working Prismatic Omen by splicing together a modified Blood Moon and Chromatic Lantern from Jacque's mod, but so far I've been getting stuck on the issue of tapping lands for mana. Either each land counts as five and they don't tap until all of the possible mana they could produce has been used up, or they do count properly as all basic land types, but they don't give the option to tap to produce a mana of any color. Could anyone take a look at my code and provide some pointers and / or fixes? Any help you could give me would be greatly appreciated.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="PRISMATIC_OMEN_151989" />
  <CARDNAME text="PRISMATIC_OMEN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prismatic Omen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Augure prismatique]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Presagio prismático]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Prismatisches Omen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Presagio Prismatico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[虹色の前兆]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prismatic Omen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Prismatic Omen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Agouro Prismático]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="151989" />
  <ARTID value="151989" />
  <ARTIST name="John Avon" />
  <CASTING_COST cost="{1}{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[In times of portent, the land sculpts itself in accordance with the sigils burned on the sky.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Dans les temps de présage, la terre se sculpte en fonction des sigles marquant le ciel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[En tiempos de adversidad, la tierra toma su forma de acuerdo a los signos que arden en el cielo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[In Zeiten von Omen verändert sich das Land passend zu den Siegeln, die brennend am Himmel erscheinen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[In tempi di prodigi, la terra si scolpisce secondo i sigilli marchiati a fuoco nel cielo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[兆しの時、その地は空に炎で刻まれた紋章を自身に刻んだ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[In times of portent, the land sculpts itself in accordance with the sigils burned on the sky.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[In times of portent, the land sculpts itself in accordance with the sigils burned on the sky.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Nos momentos de presságio, a terra se esculpe de acordo com os símbolos que ardem nos céus.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Enchantment" />
  <EXPANSION value="SHM" />
  <RARITY metaname="R" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lands you control are every basic land type in addition to their other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les terrains que vous contrôlez ont chaque type de terrain de base en plus de leurs autres types de terrain.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las tierras que controlas son de todos los tipos de tierra básica además de sus otros tipos.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Länder, die du kontrollierst, haben zusätzlich zu ihren anderen Typen alle Standardlandtypen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le terre che controlli hanno tutti i tipi di terra base in aggiunta ai loro altri tipi.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする土地は、それ自身のタイプに加えてすべての基本土地タイプでもある。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lands you control are every basic land type in addition to their other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Lands you control are every basic land type in addition to their other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os terrenos que você controla são de todos os tipos de terreno básico além de seus outros tipos.]]></LOCALISED_TEXT>
<FILTER>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
      <CONTINUOUS_ACTION layer="4" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       local subtype = characteristics:SubType_GetWritable()
       subtype:Clear()
       subtype:Add( LAND_TYPE_MOUNTAIN )
   subtype:Add( LAND_TYPE_ISLAND )
   subtype:Add( LAND_TYPE_FOREST )
   subtype:Add( LAND_TYPE_SWAMP )
   subtype:Add( LAND_TYPE_PLAINS )
end
    </CONTINUOUS_ACTION>
<STATIC_ABILITY>
      <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
      <CONTINUOUS_ACTION layer="7D" filter_id="0">
    if FilteredCard() ~= nil then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
        characteristics:GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <ACTIVATED_ABILITY forced_skip="1">
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
    RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local choice = GetChosenColour()
    if (choice == COLOUR_BLACK) then
        RSN_Produce( "{B}", 1 )
    elseif (choice == COLOUR_BLUE) then
        RSN_Produce( "{U}", 1 )
    elseif (choice == COLOUR_GREEN) then
        RSN_Produce( "{G}", 1 )
    elseif (choice == COLOUR_RED) then
        RSN_Produce( "{R}", 1 )
    elseif (choice == COLOUR_WHITE) then
        RSN_Produce( "{W}", 1 )
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    RSN_EliminateExtraManaTokens()
    RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
    RSN_ClearCanProduceMana()
    RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
    RSN_ClearProducedMana()
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
   <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</STATIC_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby AngelLestat » 29 Jul 2014, 19:04

sumomole wrote:
Misplay wrote:Hi! I tried to code Genesis...
1. you must ensure that your choice can affect the final result.
| Open
Code: Select all
  <TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <INTERVENING_IF>
    return EffectSource() ~= nil
    </INTERVENING_IF>
    <TARGET tag="CARD_QUERY_CHOOSE_A_CREATURE_TO_PUT_INTO_YOUR_HAND" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil and EffectController():CanPayManaCost("{2}{G}") then
       EffectController():BeginNewMultipleChoice()   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_INTET_PAY_MANA_COST" )
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_INTET_DO_NOT_PAY_MANA" )
       EffectController():AskMultipleChoiceQuestion( "CARD_QUERY_INTET_QUESTION", target )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil and EffectController():CanPayManaCost("{2}{G}") then
      if EffectController():GetMultipleChoiceResult() == 0 then
         EffectController():PayManaCost("{2}{G}")
         target:PutInHand()
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
2. this ability doesn't require the step 1.
3. id="0" is the number of target, and it's used in target definition block, not resolution time action block, it corresponds to definition="0" that in target block.
I made wonder and genesis using these codes, both work fine, but genesis in the cost pay, ask me for 2 colorless mana and 1 blue (instead 1 green)

Someone has an idea why it happens?

I can attach the wonder and genesis cards if someone like it. Or maybe after I fix this bug.
AngelLestat
 
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Re: Formal Request Thread

Postby RiiakShiNal » 29 Jul 2014, 22:55

fallenangle wrote:I've been trying to create a working Prismatic Omen by splicing together a modified Blood Moon and Chromatic Lantern from Jacque's mod, but so far I've been getting stuck on the issue of tapping lands for mana. Either each land counts as five and they don't tap until all of the possible mana they could produce has been used up, or they do count properly as all basic land types, but they don't give the option to tap to produce a mana of any color. Could anyone take a look at my code and provide some pointers and / or fixes? Any help you could give me would be greatly appreciated.
You won't be able to get Prismatic Omen working properly as DotP has known problems with basic land that has multiple basic land types. Theoretically, you can use the Manual Mana to assign them an ability to produce one mana of any colour, but that would only work when manually tapping the land for mana and still doesn't solve any of the problems associated with them having multiple basic land types.

AngelLestat wrote:
sumomole wrote:1. you must ensure that your choice can affect the final result.
| Open
Code: Select all
  <TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <INTERVENING_IF>
    return EffectSource() ~= nil
    </INTERVENING_IF>
    <TARGET tag="CARD_QUERY_CHOOSE_A_CREATURE_TO_PUT_INTO_YOUR_HAND" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil and EffectController():CanPayManaCost("{2}{G}") then
       EffectController():BeginNewMultipleChoice()   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_INTET_PAY_MANA_COST" )
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_INTET_DO_NOT_PAY_MANA" )
       EffectController():AskMultipleChoiceQuestion( "CARD_QUERY_INTET_QUESTION", target )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil and EffectController():CanPayManaCost("{2}{G}") then
      if EffectController():GetMultipleChoiceResult() == 0 then
         EffectController():PayManaCost("{2}{G}")
         target:PutInHand()
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
2. this ability doesn't require the step 1.
3. id="0" is the number of target, and it's used in target definition block, not resolution time action block, it corresponds to definition="0" that in target block.
I made wonder and genesis using these codes, both work fine, but genesis in the cost pay, ask me for 2 colorless mana and 1 blue (instead 1 green)

Someone has an idea why it happens?

I can attach the wonder and genesis cards if someone like it. Or maybe after I fix this bug.
This happens because you have not made TEXT_PERMANENT strings for the question and are using other strings.
  • CARD_QUERY_INTET_PAY_MANA_COST
  • CARD_QUERY_INTET_DO_NOT_PAY_MANA
  • CARD_QUERY_INTET_QUESTION
These strings were customized for Intet, the Dreamer and not for Genesis which is why it shows up as {2} {U} instead of {2} {G}.

To fix it you need to define some new TEXT_PERMANENT strings and reference those in the card rather than these.
RiiakShiNal
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