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Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014)
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Re: Volrathxp's Custom Dotp 2014 DLC
by volrathxp » 13 Aug 2014, 11:21
Blerg. Alright. Will take a look at and fix.RiiakShiNal wrote:Well, with Avacyn, Guardian Angel:
- (1st Ability) First your TARGET_DEFINITION is wrong, you should not be able to target Avacyn so it should have "filter:Add(FE_CARD_INSTANCE, OP_NOT, Object())"
- (1st Ability) Second you have not stored the colour that the player chose in the delayDC (you haven't even read it)
- (1st Ability) You are comparing the Creature that dealt damage to the creature you chose to protect so that fails.
- (1st Ability) In your delayed trigger you don't have a CLEANUP block so you are basically creating a permanent trigger ability.
- (1st Ability) You can't read the chosen colour from the delayed trigger, it has to be read from the original ability then put in the delayDC to be read in the delayed trigger.
- (2nd Ability) You can't store a player pointer using a card pointer function (though you can store in the same register).
- (2nd Ability) You are not reading or storing the chosen colour.
- (2nd Ability) You are comparing a creature to a player so that fails.
- (2nd Ability) You can't read the chosen colour from the delayed trigger that way.
- (2nd Ability) You did not include a CLEANUP block in the delayed trigger so you are creating a permanent triggered ability (trying to protect the player for the rest of the game instead of just this turn?).

volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC
by volrathxp » 14 Aug 2014, 02:03
Here's where I'm at with Avacyn. I should have an update ready for this once I am done with the Will of the Council cards (because then I'll have two new decks ready!)
- Avacyn, Guardian Angel | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AVACYN_GUARDIAN_ANGEL_1000383185" />
<CARDNAME text="AVACYN_GUARDIAN_ANGEL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Avacyn, Guardian Angel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Avacyn, ange gardien]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Avacyn, ángel de la guarda]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Avacyn der Schutzengel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Avacyn, Angelo Custode]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[守護天使アヴァシン]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[수호천사 아바신]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Авацина, Ангел-Хранитель]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Avacyn, Anjo da Guarda]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="1000383185" />
<ARTID value="1000383185" />
<ARTIST name="Winona Nelson" />
<CASTING_COST cost="{2}{W}{W}{W}" />
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Angel" />
<EXPANSION value="M15" />
<RARITY metaname="R" />
<POWER value="5" />
<TOUGHNESS value="4" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying, vigilance]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol, vigilance]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela, vigilancia.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend, Wachsamkeit]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare, cautela]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行、警戒]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행, 경계]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет, Бдительность]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar, vigilância]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
<INTRINSIC characteristic="CHARACTERISTIC_VIGILANCE" />
</STATIC_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{W}: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{W} : Prévenez, ce tour-ci, toutes les blessures qui devraient être infligées à une autre créature ciblée par des sources de la couleur de votre choix.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{W}: Prevén todo el daño que las fuentes del color de tu elección fueran a hacerle a otra criatura objetivo este turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{W}: Verhindere allen Schaden, der in diesem Zug einer anderen Kreatur deiner Wahl von Quellen einer Farbe, die du bestimmst, zugefügt würde.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{W}: Previeni tutto il danno che verrebbe inflitto a un’altra creatura bersaglio in questo turno da fonti di un colore a tua scelta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{W}:他のクリーチャー1体を対象とする。このターン、あなたが選んだ色1色を持つ発生源がそれに与えるすべてのダメージを軽減する。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{W}: 다른 생물을 목표로 정한다. 당신이 선택한 색의 원천이 이 턴에 그 생물에게 입힐 모든 피해를 방지한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{W}: предотвратите все повреждения, которые должны быть нанесены другому целевому существу в этом ходу источниками выбранного вами цвета.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{W}: Previna todo o dano que seria causado a outra criatura alvo neste turno por fontes de uma cor à sua escolha.]]></LOCALISED_TEXT>
<COST mana_cost="{1}{W}{W}" type="Mana" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_PREVENT_DAMAGE" 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_CARD_INSTANCE, OP_NOT, EffectSource() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
EffectController():ChooseColour("CARD_QUERY_CHOOSE_COLOUR", true)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
delayDC:Protect_CardPtr(0)
delayDC:Set_Int(2, GetChosenColour() )
MTG():CreateDelayedTrigger(2, delayDC)
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{5}{W}{W}: Prevent all damage that would be dealt to target player this turn by sources of the color of your choice.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{5}{W}{W} : Prévenez, ce tour-ci, toutes les blessures qui devraient être infligées au joueur ciblé par des sources de la couleur de votre choix.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{5}{W}{W}: Prevén todo el daño que las fuentes del color de tu elección fueran a hacerle al jugador objetivo este turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{5}{W}{W}: Verhindere allen Schaden, der in diesem Zug einem Spieler deiner Wahl von Quellen einer Farbe, die du bestimmst, zugefügt würde.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{5}{W}{W}: Previeni tutto il danno che verrebbe inflitto a un giocatore bersaglio in questo turno da fonti di un colore a tua scelta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{5}{W}{W}:プレイヤー1人を対象とする。このターン、あなたが選んだ色1色を持つ発生源からそのプレイヤーに与えられるすべてのダメージを軽減する。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{5}{W}{W}: 플레이어를 목표로 정한다. 당신이 선택한 색의 원천이 이 턴에 그 플레이어에게 입힐 모든 피해를 방지한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{5}{W}{W}: предотвратите все повреждения, которые должны быть нанесены целевому игроку в этом ходу источниками выбранного вами цвета.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{5}{W}{W}: Previna todo o dano que seria causado ao jogador alvo neste turno por fontes de uma cor à sua escolha.]]></LOCALISED_TEXT>
<COST mana_cost="{5}{W}{W}" type="Mana" />
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_PREVENT_DAMAGE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetFilterType(FILTER_TYPE_PLAYERS)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
EffectController():ChooseColour("CARD_QUERY_CHOOSE_COLOUR", true)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target ~= nil then
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_PlayerPtr(0, target)
delayDC:Set_Int(2, GetChosenColour() )
MTG():CreateDelayedTrigger(3, delayDC)
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
<CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_OBJECT" pre_trigger="1" damage_type="all">
return TriggerObject():GetColour():Test( EffectDC():Get_Int(2) )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local creature = EffectDC():Get_CardPtr(0)
if creature ~= nil then
Damage():PreventAll()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="3">
<CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" pre_trigger="1" damage_type="all">
return TriggerObject():GetColour():Test( EffectDC():Get_Int(2) )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = EffectDC():Get_PlayerPtr(0)
if player ~= nil then
Damage():PreventAll()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_AVACYN_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
</CARD_V2>
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC
by RiiakShiNal » 14 Aug 2014, 02:40
Still have some issues with Avacyn:
- (1st Delayed Trigger) Should not have fire_once in the CLEANUP, it is supposed to last until end of turn regardless of how many times damage is dealt during the turn.
- (1st Delayed Trigger)You need to also check that SecondaryObject() equals your targeted creature otherwise you are protecting all creatures from damage of that colour.
- (2nd Delayed Trigger) Should not have fire_once in the CLEANUP, it is supposed to last until end of turn regardless of how many times damage is dealt during the turn.
- (2nd Delayed Trigger) You also need to check that the player being dealt damage to is the targeted player, you don't want to protect everyone.
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Re: Volrathxp's Custom Dotp 2014 DLC
by volrathxp » 14 Aug 2014, 02:49
So something like this?RiiakShiNal wrote:Still have some issues with Avacyn:
- (1st Delayed Trigger) Should not have fire_once in the CLEANUP, it is supposed to last until end of turn regardless of how many times damage is dealt during the turn.
- (1st Delayed Trigger)You need to also check that SecondaryObject() equals your targeted creature otherwise you are protecting all creatures from damage of that colour.
- (2nd Delayed Trigger) Should not have fire_once in the CLEANUP, it is supposed to last until end of turn regardless of how many times damage is dealt during the turn.
- (2nd Delayed Trigger) You also need to check that the player being dealt damage to is the targeted player, you don't want to protect everyone.
- | Open
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
<CLEANUP simple_cleanup="EndOfTurn" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_OBJECT" pre_trigger="1" damage_type="all">
return TriggerObject():GetColour():Test( EffectDC():Get_Int(2) ) and SecondaryObject() = EffectDC():Get_CardPtr(0)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local creature = EffectDC():Get_CardPtr(0)
if creature ~= nil then
Damage():PreventAll()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="3">
<CLEANUP simple_cleanup="EndOfTurn" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" pre_trigger="1" damage_type="all">
return TriggerObject():GetColour():Test( EffectDC():Get_Int(2) ) and SecondaryPlayer() = EffectDC():Get_PlayerPtr(0)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = EffectDC():Get_PlayerPtr(0)
if player ~= nil then
Damage():PreventAll()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/10/2014
by RiiakShiNal » 14 Aug 2014, 10:48
Yeah, that will probably work.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/10/2014
by Kithkin » 14 Aug 2014, 15:37
Bug report
Temple of Malice -- can not be tapped manually
[lua] [string "TEMPLE_OF_MALICE_1000378536_TITLE (2, RESOLUTION_TIME_ACTION)~0x000006ee"]:2: attempt to index a nil value
Temple of Malice -- can not be tapped manually
[lua] [string "TEMPLE_OF_MALICE_1000378536_TITLE (2, RESOLUTION_TIME_ACTION)~0x000006ee"]:2: attempt to index a nil value
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/10/2014
by volrathxp » 14 Aug 2014, 17:37
I'm aware of this one. My next update should fix this.Kithkin wrote:Bug report
Temple of Malice -- can not be tapped manually
[lua] [string "TEMPLE_OF_MALICE_1000378536_TITLE (2, RESOLUTION_TIME_ACTION)~0x000006ee"]:2: attempt to index a nil value
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by volrathxp » 14 Aug 2014, 23:33
Updated! Added a bunch of new Conspiracy cards, including Will of the Council cards. The only ones I haven't added yet are Custodi Squire, Council's Judgment, and Grudge Keeper.
Everyone else is in there, including a deck to play with!
Everyone else is in there, including a deck to play with!
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by Kithkin » 15 Aug 2014, 03:44
I've noticed that most of your new cards contain lo-res/blurred art.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by gorem2k » 15 Aug 2014, 04:45
(from playing the council deck)
* Frost Lynx should only tap creatures from opponents.
* Mana Confluence shouldn't give mana without activating its ability. (the [t], Pay 1 life ability works though.)
* I never really played with Ashiok, Nightmare Weaver before but it seems you can pay any amount of counter and you get to cast random higher/lower CMC creature than the paid X! So, this problem is in the planeswalker mod.
for Mana Confluence, I think it's because it has a fallback ability so to speak. It is used when an effect disable activated abilities for manual mana lands. but this land has no land type thus doesn't require a fallback ability.
Here's what I think you have to remove. But just in case, make a backup first.
* Frost Lynx should only tap creatures from opponents.
* Mana Confluence shouldn't give mana without activating its ability. (the [t], Pay 1 life ability works though.)
* I never really played with Ashiok, Nightmare Weaver before but it seems you can pay any amount of counter and you get to cast random higher/lower CMC creature than the paid X! So, this problem is in the planeswalker mod.
for Mana Confluence, I think it's because it has a fallback ability so to speak. It is used when an effect disable activated abilities for manual mana lands. but this land has no land type thus doesn't require a fallback ability.
Here's what I think you have to remove. But just in case, make a backup first.
- | Open
- Code: Select all
<CONTINUOUS_ACTION layer="8">
local nDefaultColour = COLOUR_GREEN
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
local nColour = RSN_GetLastProducedColour()
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (nColour ~= COLOUR_COLOURLESS) then
oCharacteristics:GrantAbility( nColour )
else
oCharacteristics:GrantAbility( nDefaultColour )
end
end
</CONTINUOUS_ACTION>
- | Open
- Code: Select all
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{W}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{B}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{R}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{G}" />
</MANA_ABILITY>
- Code: Select all
<STATIC_ABILITY resource_id="9">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
- Code: Select all
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
</TARGET_DEFINITION>
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by thefiremind » 15 Aug 2014, 08:11
I can't see anything wrong in Ashiok's code. If you can, let me know.gorem2k wrote:* I never really played with Ashiok, Nightmare Weaver before but it seems you can pay any amount of counter and you get to cast random higher/lower CMC creature than the paid X! So, this problem is in the planeswalker mod.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by volrathxp » 15 Aug 2014, 10:53
Thanks. I will take a look at this.gorem2k wrote:(from playing the council deck)
* Frost Lynx should only tap creatures from opponents.
* Mana Confluence shouldn't give mana without activating its ability. (the [t], Pay 1 life ability works though.)
* I never really played with Ashiok, Nightmare Weaver before but it seems you can pay any amount of counter and you get to cast random higher/lower CMC creature than the paid X! So, this problem is in the planeswalker mod.
for Mana Confluence, I think it's because it has a fallback ability so to speak. It is used when an effect disable activated abilities for manual mana lands. but this land has no land type thus doesn't require a fallback ability.
Here's what I think you have to remove. But just in case, make a backup first.and this
- | Open
- Code: Select all
<CONTINUOUS_ACTION layer="8">
local nDefaultColour = COLOUR_GREEN
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
local nColour = RSN_GetLastProducedColour()
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (nColour ~= COLOUR_COLOURLESS) then
oCharacteristics:GrantAbility( nColour )
else
oCharacteristics:GrantAbility( nDefaultColour )
end
end
</CONTINUOUS_ACTION>this too i think... since nothing is granting id 9
- | Open
- Code: Select all
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{W}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{B}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{R}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{G}" />
</MANA_ABILITY>for Frost Lynx this is the correct filter I believe
- Code: Select all
<STATIC_ABILITY resource_id="9">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
- Code: Select all
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
</TARGET_DEFINITION>
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by volrathxp » 15 Aug 2014, 10:58
If you can point me to a source that has higher res art for M15 / Conspiracy stuff, I'd be more than happy to go through and re-update all the art. As it stands, I've been using mtgimage.com and the only card art that they have that is listed as HQ is like that for these two newer sets.Kithkin wrote:I've noticed that most of your new cards contain lo-res/blurred art.
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by RiiakShiNal » 15 Aug 2014, 11:06
Whether it has a land type or not doesn't affect whether it needs a fallback or not. A fallback should be defined if and only if the card can produce mana withgorem2k wrote:for Mana Confluence, I think it's because it has a fallback ability so to speak. It is used when an effect disable activated abilities for manual mana lands. but this land has no land type thus doesn't require a fallback ability.


Given that because Mana Confluence has "Pay 1 life" as a cost for it's mana ability it should not have a fallback, but a card like Birds of Paradise (note it isn't even a land) should get a fallback. Ancient Tomb should not get a fall back because it has an extra effect of dealing 2 damage to the player (note that it isn't a cost this time).
Actually you would want to keep that block, but you would want to remove the resource_id attribute as that should run all the time and in this case is not granted (those values are read by cards like Reflecting Pool and Exotic Orchard).gorem2k wrote:this too i think... since nothing is granting id 9
- Code: Select all
<STATIC_ABILITY resource_id="9">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/14/2014
by Kithkin » 15 Aug 2014, 11:34
Like this?volrathxp wrote:If you can point me to a source that has higher res art for M15 / Conspiracy stuff, I'd be more than happy to go through and re-update all the art. As it stands, I've been using mtgimage.com and the only card art that they have that is listed as HQ is like that for these two newer sets.Kithkin wrote:I've noticed that most of your new cards contain lo-res/blurred art.
http://mtgimage.com/setname/
http://mtgimage.com/setname/conspiracy/
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Kithkin - Posts: 456
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