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2014




Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014)
Moderator: CCGHQ Admins
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by RiiakShiNal » 01 Sep 2014, 13:50
Mirari's Wake is just Mana Flare for the EffectController only (plus +1/+1 for your creatures) and Dictate of Karametra is Mana Flare with added Flash. So it should be easy to make those cards as you are essentially copying the Mana Flare ability (which I already coded).volrathxp wrote:There was something about this card (and conversely Dictate of Karametra), RSN had chimed in on it. I'll poke around and see if I can find it again.Blue Ghost wrote:Has Mirari's Wake been tested? Its mana doubling ability doesn't seem to work for me. I'm using RSN's mana functions, and tapping the lands manually.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
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- Posts: 2188
- Joined: 16 May 2011, 21:37
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by NeoAnderson » 01 Sep 2014, 15:13
Has my friend says you can you can adapt Mana Flare code, there you can see Dictate of Karametra :RiiakShiNal wrote:Mirari's Wake is just Mana Flare for the EffectController only (plus +1/+1 for your creatures) and Dictate of Karametra is Mana Flare with added Flash. So it should be easy to make those cards as you are essentially copying the Mana Flare ability (which I already coded).volrathxp wrote:There was something about this card (and conversely Dictate of Karametra), RSN had chimed in on it. I'll poke around and see if I can find it again.Blue Ghost wrote:Has Mirari's Wake been tested? Its mana doubling ability doesn't seem to work for me. I'm using RSN's mana functions, and tapping the lands manually.
- Dictate of Karametra | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="JOU_121_NEO_NEODICTATE_OF_KARAMETRA_995380401" />
<CARDNAME text="DICTATE_OF_KARAMETRA" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dictate of Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Précepte de Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mandato de Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gebot der Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Dettami di Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ケイラメトラの指図]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[카라메트라의 규율]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Веление Караметры]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Decreto de Carametra]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="995380401" />
<ARTID value="995380401" />
<ARTIST name="Noah Bradley" />
<CASTING_COST cost="{3}{G}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I refuse to let the folly of mortals endanger the home I made for them.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Je refuse de laisser la folie des mortels mettre en danger le foyer que je leur ai créé. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Me niego a que la locura de los mortales ponga en peligro el hogar que creé para ellos”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Ich weigere mich zuzulassen, dass die Torheit der Sterblichen die Heimat zerstört, die ich für sie erschaffen habe.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Mi rifiuto di permettere che la follia dei mortali metta a repentaglio la dimora che ho creato per loro.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「定命の者の愚かさによって、私が彼らのために創りし家を脅威にさらすことは許さぬ。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[’내가 필멸자를 위해 만든 고향이 그들의 어리석음 때문에 위험에 처하도록 내버려두지 않겠다.’]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Я не дам глупости смертных поставить под угрозу дом, который я для них построила».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Eu me recuso a permitir que esta tolice dos mortais coloque em risco o lar que construí para eles.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="JOU" />
<RARITY metaname="R" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destello.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufblitzen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lampo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[瞬速]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[섬광]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миг]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lampejo]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLASH" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un joueur engage un terrain pour du mana, ce joueur ajoute à sa réserve un mana de n’importe quel type que ce terrain produisait.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un jugador gire una tierra para obtener maná, ese jugador agrega un maná de un tipo que produjo esa tierra a su reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Spieler ein Land für Mana tappt, erhöht dieser Spieler seinen Manavorrat um ein zusätzliches Mana eines beliebigen Typs, den dieses Land erzeugt hat.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un giocatore TAPpa una terra per attingere mana, quel giocatore aggiunge alla sua riserva di mana un mana di qualsiasi tipo quella terra abbia prodotto.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人がマナを引き出す目的で土地を1つタップするたび、そのプレイヤーはその土地が生み出したいずれかのタイプのマナ1点を自分のマナ・プールに加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어가 마나를 얻기 위해 대지를 탭할 때마다, 그 플레이어는 그 대지가 생성한 마나 유형 중 하나를 골라 자신의 마나풀에 추가로 한 개 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда игрок поворачивает землю для получения маны, тот игрок добавляет в свое хранилище маны одну ману любого типа, произведенного той землей.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um jogador virar um terreno para gerar mana, ele adicionará um mana à própria reserva de mana de qualquer tipo que aquele terreno gerar.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA">
local oCard = TriggerObject()
if (oCard ~= nil) then
if (oCard:GetCardType():Test( CARD_TYPE_LAND )) then
if (RSN_UsedManaAbility( oCard )) then
return true
end
end
end
-- If we don't have the TriggerObject then we don't know if it was a mana ability or not.
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectDC():Int_Set( 1, -1 )
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount == 0) then
-- Do nothing because no mana was produced.
elseif (nCount == 1) then
EffectDC():Int_Set( 1, RSN_GetProducedColourByIndex( oCard, 0 ) )
else
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C", (RSN_CheckProducedColour( oCard, COLOUR_COLOURLESS ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W", (RSN_CheckProducedColour( oCard, COLOUR_WHITE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U", (RSN_CheckProducedColour( oCard, COLOUR_BLUE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B", (RSN_CheckProducedColour( oCard, COLOUR_BLACK ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R", (RSN_CheckProducedColour( oCard, COLOUR_RED ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G", (RSN_CheckProducedColour( oCard, COLOUR_GREEN ) > 0) )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount > 1) then
EffectDC():Int_Set( 1, oPlayer:GetMultipleChoiceResult() )
end
if (nCount > 0) then
local nColour = EffectDC():Int_Get( 1 )
if (nColour == COLOUR_COLOURLESS) then
RSN_ProduceForPlayerNoTrigger( "{1}", 1, oPlayer )
elseif (nColour == COLOUR_BLACK) then
RSN_ProduceForPlayerNoTrigger( "{B}", 1, oPlayer )
elseif (nColour == COLOUR_BLUE) then
RSN_ProduceForPlayerNoTrigger( "{U}", 1, oPlayer )
elseif (nColour == COLOUR_GREEN) then
RSN_ProduceForPlayerNoTrigger( "{G}", 1, oPlayer )
elseif (nColour == COLOUR_RED) then
RSN_ProduceForPlayerNoTrigger( "{R}", 1, oPlayer )
elseif (nColour == COLOUR_WHITE) then
RSN_ProduceForPlayerNoTrigger( "{W}", 1, oPlayer )
end
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP always="1" />
</TRIGGERED_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_C" />
<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" />
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
</CARD_V2>
- Mirari’s Wake UNTESTED | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MIRARIS_WAKE_382308" />
<CARDNAME text="MIRARIS_WAKE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Éveil du Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Despertar del Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Miraris Nachwirkungen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Risveglio del Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ミラーリの目覚め]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Despertar do Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[映奇宝珠的余韵]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="382308" />
<ARTID value="382308" />
<ARTIST name="Volkan Baga" />
<CASTING_COST cost="{3}{W}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La terre but à la source du Mirari comme si elle était desséchée depuis toujours.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La tierra bebió poder del Mirari como si siempre hubiera tenido sed.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Das Land saugte Kraft aus dem Mirari, als wäre es auf ewig durstig gewesen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La terra bevve il potere del Mirari come se avesse avuto una sete senza fine.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[土地はまるでずっと乾ききっていたかのように、ミラーリの力を飲み込んだ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A terra sorvia energia do Mirari como se sempre tivesse estado sedenta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大地暴烈地自宝珠汲取能量,仿佛亘古以来便未进滴水。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="CNS" />
<RARITY metaname="C" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures que vous contrôlez gagnent +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas que controles obtienen +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature che controlli prendono +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするクリーチャーは+1/+1の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As criaturas que você controla recebem +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[由你操控的生物得+1/+1。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Power_Add(1)
characteristics:Toughness_Add(1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous engagez un terrain pour du mana, ajoutez à votre réserve un mana de n’importe quel type que ce terrain produisait.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que gires una tierra para obtener maná, agrega un maná de cualquier tipo que produzca esa tierra a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du ein Land für Mana tappst, erhöhst du deinen Manavorrat um ein Mana eines beliebigen Typs, den dieses Land produziert hat.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta TAPpi una terra per attingere mana, aggiungi un mana di un qualsiasi colore che quella terra potrebbe produrre alla tua riserva.]]
></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがマナを引き出す目的で土地を1つタップするたび、あなたのマナ・プールに、その土地が生み出したいずれかのタイプのマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que você virar um terreno para produzir mana, adicione à sua reserva de mana uma mana de qualquer tipo que aquele terreno tenha produzido.]]
></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当你横置一个地以产生法术力时,加一点该地已产生的类别之法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA" simple_qualifier="objectyoucontrol">
local oCard = TriggerObject()
if (oCard ~= nil) then
if (oCard:GetCardType():Test( CARD_TYPE_LAND )) then
if (RSN_UsedManaAbility( oCard )) then
return true
end
end
end
-- If we don't have the TriggerObject then we don't know if it was a mana ability or not.
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectDC():Int_Set( 1, -1 )
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount == 0) then
-- Do nothing because no mana was produced.
elseif (nCount == 1) then
EffectDC():Int_Set( 1, RSN_GetProducedColourByIndex( oCard, 0 ) )
else
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C", (RSN_CheckProducedColour( oCard, COLOUR_COLOURLESS ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W", (RSN_CheckProducedColour( oCard, COLOUR_WHITE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U", (RSN_CheckProducedColour( oCard, COLOUR_BLUE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B", (RSN_CheckProducedColour( oCard, COLOUR_BLACK ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R", (RSN_CheckProducedColour( oCard, COLOUR_RED ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G", (RSN_CheckProducedColour( oCard, COLOUR_GREEN ) > 0) )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount > 1) then
EffectDC():Int_Set( 1, oPlayer:GetMultipleChoiceResult() )
end
if (nCount > 0) then
local nColour = EffectDC():Int_Get( 1 )
if (nColour == COLOUR_COLOURLESS) then
RSN_ProduceForPlayerNoTrigger( "{1}", 1, oPlayer )
elseif (nColour == COLOUR_BLACK) then
RSN_ProduceForPlayerNoTrigger( "{B}", 1, oPlayer )
elseif (nColour == COLOUR_BLUE) then
RSN_ProduceForPlayerNoTrigger( "{U}", 1, oPlayer )
elseif (nColour == COLOUR_GREEN) then
RSN_ProduceForPlayerNoTrigger( "{G}", 1, oPlayer )
elseif (nColour == COLOUR_RED) then
RSN_ProduceForPlayerNoTrigger( "{R}", 1, oPlayer )
elseif (nColour == COLOUR_WHITE) then
RSN_ProduceForPlayerNoTrigger( "{W}", 1, oPlayer )
end
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP always="1" />
</TRIGGERED_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_C" />
<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" />
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
</CARD_V2>
- NeoAnderson
- Posts: 914
- Joined: 10 Sep 2013, 07:49
- Has thanked: 18 times
- Been thanked: 139 times
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by Kithkin » 01 Sep 2014, 19:11
Status reportKithkin wrote:I'll check'em out when I get home.volrathxp wrote:Ii'm honestly not sure why you are having these issues. I'm using suomoles dual devotion function and it works in his mod just fine. I included the relevant function files for it with my mod as well. This was actually one of my first bugs.drleg3nd wrote:phenax devotion is also buggy..i would suggest checking out all gods in your mod to make sure they good to go
Iroas, God of Victory -- no issues found
Athreos, God of Passage -- no issues found
Pharika, God of Affliction -- no issues found
Keranos, God of Storms -- no issues found
Purphoros, God of the Forge -- no issues found
Phenax, God of Deception -- no issues found
-
Kithkin - Posts: 456
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by volrathxp » 02 Sep 2014, 01:32
This is actually how both are coded in my DLC.NeoAnderson wrote:Has my friend says you can you can adapt Mana Flare code, there you can see Dictate of Karametra :So Mirari’s Wake should be easy just replace the first static ability and add the simple_qualifier="objectyoucontrol" to the trigger.
- Dictate of Karametra | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="JOU_121_NEO_NEODICTATE_OF_KARAMETRA_995380401" />
<CARDNAME text="DICTATE_OF_KARAMETRA" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dictate of Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Précepte de Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mandato de Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gebot der Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Dettami di Karametra]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ケイラメトラの指図]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[카라메트라의 규율]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Веление Караметры]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Decreto de Carametra]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="995380401" />
<ARTID value="995380401" />
<ARTIST name="Noah Bradley" />
<CASTING_COST cost="{3}{G}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I refuse to let the folly of mortals endanger the home I made for them.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Je refuse de laisser la folie des mortels mettre en danger le foyer que je leur ai créé. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Me niego a que la locura de los mortales ponga en peligro el hogar que creé para ellos”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Ich weigere mich zuzulassen, dass die Torheit der Sterblichen die Heimat zerstört, die ich für sie erschaffen habe.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Mi rifiuto di permettere che la follia dei mortali metta a repentaglio la dimora che ho creato per loro.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「定命の者の愚かさによって、私が彼らのために創りし家を脅威にさらすことは許さぬ。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[’내가 필멸자를 위해 만든 고향이 그들의 어리석음 때문에 위험에 처하도록 내버려두지 않겠다.’]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Я не дам глупости смертных поставить под угрозу дом, который я для них построила».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Eu me recuso a permitir que esta tolice dos mortais coloque em risco o lar que construí para eles.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="JOU" />
<RARITY metaname="R" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destello.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufblitzen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lampo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[瞬速]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[섬광]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миг]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lampejo]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLASH" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un joueur engage un terrain pour du mana, ce joueur ajoute à sa réserve un mana de n’importe quel type que ce terrain produisait.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un jugador gire una tierra para obtener maná, ese jugador agrega un maná de un tipo que produjo esa tierra a su reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Spieler ein Land für Mana tappt, erhöht dieser Spieler seinen Manavorrat um ein zusätzliches Mana eines beliebigen Typs, den dieses Land erzeugt hat.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un giocatore TAPpa una terra per attingere mana, quel giocatore aggiunge alla sua riserva di mana un mana di qualsiasi tipo quella terra abbia prodotto.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人がマナを引き出す目的で土地を1つタップするたび、そのプレイヤーはその土地が生み出したいずれかのタイプのマナ1点を自分のマナ・プールに加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어가 마나를 얻기 위해 대지를 탭할 때마다, 그 플레이어는 그 대지가 생성한 마나 유형 중 하나를 골라 자신의 마나풀에 추가로 한 개 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда игрок поворачивает землю для получения маны, тот игрок добавляет в свое хранилище маны одну ману любого типа, произведенного той землей.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um jogador virar um terreno para gerar mana, ele adicionará um mana à própria reserva de mana de qualquer tipo que aquele terreno gerar.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA">
local oCard = TriggerObject()
if (oCard ~= nil) then
if (oCard:GetCardType():Test( CARD_TYPE_LAND )) then
if (RSN_UsedManaAbility( oCard )) then
return true
end
end
end
-- If we don't have the TriggerObject then we don't know if it was a mana ability or not.
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectDC():Int_Set( 1, -1 )
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount == 0) then
-- Do nothing because no mana was produced.
elseif (nCount == 1) then
EffectDC():Int_Set( 1, RSN_GetProducedColourByIndex( oCard, 0 ) )
else
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C", (RSN_CheckProducedColour( oCard, COLOUR_COLOURLESS ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W", (RSN_CheckProducedColour( oCard, COLOUR_WHITE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U", (RSN_CheckProducedColour( oCard, COLOUR_BLUE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B", (RSN_CheckProducedColour( oCard, COLOUR_BLACK ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R", (RSN_CheckProducedColour( oCard, COLOUR_RED ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G", (RSN_CheckProducedColour( oCard, COLOUR_GREEN ) > 0) )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount > 1) then
EffectDC():Int_Set( 1, oPlayer:GetMultipleChoiceResult() )
end
if (nCount > 0) then
local nColour = EffectDC():Int_Get( 1 )
if (nColour == COLOUR_COLOURLESS) then
RSN_ProduceForPlayerNoTrigger( "{1}", 1, oPlayer )
elseif (nColour == COLOUR_BLACK) then
RSN_ProduceForPlayerNoTrigger( "{B}", 1, oPlayer )
elseif (nColour == COLOUR_BLUE) then
RSN_ProduceForPlayerNoTrigger( "{U}", 1, oPlayer )
elseif (nColour == COLOUR_GREEN) then
RSN_ProduceForPlayerNoTrigger( "{G}", 1, oPlayer )
elseif (nColour == COLOUR_RED) then
RSN_ProduceForPlayerNoTrigger( "{R}", 1, oPlayer )
elseif (nColour == COLOUR_WHITE) then
RSN_ProduceForPlayerNoTrigger( "{W}", 1, oPlayer )
end
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP always="1" />
</TRIGGERED_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_C" />
<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" />
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
</CARD_V2>
- Mirari’s Wake UNTESTED | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MIRARIS_WAKE_382308" />
<CARDNAME text="MIRARIS_WAKE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Éveil du Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Despertar del Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Miraris Nachwirkungen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Risveglio del Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ミラーリの目覚め]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Despertar do Mirari]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[映奇宝珠的余韵]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Mirari’s Wake]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="382308" />
<ARTID value="382308" />
<ARTIST name="Volkan Baga" />
<CASTING_COST cost="{3}{W}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La terre but à la source du Mirari comme si elle était desséchée depuis toujours.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La tierra bebió poder del Mirari como si siempre hubiera tenido sed.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Das Land saugte Kraft aus dem Mirari, als wäre es auf ewig durstig gewesen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La terra bevve il potere del Mirari come se avesse avuto una sete senza fine.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[土地はまるでずっと乾ききっていたかのように、ミラーリの力を飲み込んだ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A terra sorvia energia do Mirari como se sempre tivesse estado sedenta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大地暴烈地自宝珠汲取能量,仿佛亘古以来便未进滴水。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[The land drank power from the Mirari as though it had thirsted forever.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="CNS" />
<RARITY metaname="C" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures que vous contrôlez gagnent +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas que controles obtienen +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature che controlli prendono +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするクリーチャーは+1/+1の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As criaturas que você controla recebem +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[由你操控的生物得+1/+1。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Creatures you control get +1/+1.]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Power_Add(1)
characteristics:Toughness_Add(1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous engagez un terrain pour du mana, ajoutez à votre réserve un mana de n’importe quel type que ce terrain produisait.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que gires una tierra para obtener maná, agrega un maná de cualquier tipo que produzca esa tierra a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du ein Land für Mana tappst, erhöhst du deinen Manavorrat um ein Mana eines beliebigen Typs, den dieses Land produziert hat.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta TAPpi una terra per attingere mana, aggiungi un mana di un qualsiasi colore che quella terra potrebbe produrre alla tua riserva.]]
></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがマナを引き出す目的で土地を1つタップするたび、あなたのマナ・プールに、その土地が生み出したいずれかのタイプのマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que você virar um terreno para produzir mana, adicione à sua reserva de mana uma mana de qualquer tipo que aquele terreno tenha produzido.]]
></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当你横置一个地以产生法术力时,加一点该地已产生的类别之法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA" simple_qualifier="objectyoucontrol">
local oCard = TriggerObject()
if (oCard ~= nil) then
if (oCard:GetCardType():Test( CARD_TYPE_LAND )) then
if (RSN_UsedManaAbility( oCard )) then
return true
end
end
end
-- If we don't have the TriggerObject then we don't know if it was a mana ability or not.
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectDC():Int_Set( 1, -1 )
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount == 0) then
-- Do nothing because no mana was produced.
elseif (nCount == 1) then
EffectDC():Int_Set( 1, RSN_GetProducedColourByIndex( oCard, 0 ) )
else
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C", (RSN_CheckProducedColour( oCard, COLOUR_COLOURLESS ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W", (RSN_CheckProducedColour( oCard, COLOUR_WHITE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U", (RSN_CheckProducedColour( oCard, COLOUR_BLUE ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B", (RSN_CheckProducedColour( oCard, COLOUR_BLACK ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R", (RSN_CheckProducedColour( oCard, COLOUR_RED ) > 0) )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G", (RSN_CheckProducedColour( oCard, COLOUR_GREEN ) > 0) )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oCard = TriggerObjectLKI()
if (oCard ~= nil) then
local oPlayer = oCard:GetPlayer()
if (oPlayer ~= nil) then
local nCount = RSN_CountProducedColours( oCard )
if (nCount > 1) then
EffectDC():Int_Set( 1, oPlayer:GetMultipleChoiceResult() )
end
if (nCount > 0) then
local nColour = EffectDC():Int_Get( 1 )
if (nColour == COLOUR_COLOURLESS) then
RSN_ProduceForPlayerNoTrigger( "{1}", 1, oPlayer )
elseif (nColour == COLOUR_BLACK) then
RSN_ProduceForPlayerNoTrigger( "{B}", 1, oPlayer )
elseif (nColour == COLOUR_BLUE) then
RSN_ProduceForPlayerNoTrigger( "{U}", 1, oPlayer )
elseif (nColour == COLOUR_GREEN) then
RSN_ProduceForPlayerNoTrigger( "{G}", 1, oPlayer )
elseif (nColour == COLOUR_RED) then
RSN_ProduceForPlayerNoTrigger( "{R}", 1, oPlayer )
elseif (nColour == COLOUR_WHITE) then
RSN_ProduceForPlayerNoTrigger( "{W}", 1, oPlayer )
end
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP always="1" />
</TRIGGERED_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_C" />
<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" />
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
</CARD_V2>
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by volrathxp » 02 Sep 2014, 01:34
Thanks! It's good to know these are working. I'm not sure why it wasn't working for that other person.Kithkin wrote:Status report
Iroas, God of Victory -- no issues found
Athreos, God of Passage -- no issues found
Pharika, God of Affliction -- no issues found
Keranos, God of Storms -- no issues found
Purphoros, God of the Forge -- no issues found
Phenax, God of Deception -- no issues found
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by drleg3nd » 02 Sep 2014, 02:22
I don't know either but the devotion count doesn't added up, I was able to play phenax with only 6 devotion when its supposed to be only 7. also when playing yawgmoth seems to provide unlimited mana.
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by NeoAnderson » 02 Sep 2014, 03:00
Hey drleg3nd could make the same tests with my God Cards? They are made my own DualDevotion function it is totally different from teh sumomole one...please let me know.drleg3nd wrote:I don't know either but the devotion count doesn't added up, I was able to play phenax with only 6 devotion when its supposed to be only 7. also when playing yawgmoth seems to provide unlimited mana.
- NeoAnderson
- Posts: 914
- Joined: 10 Sep 2013, 07:49
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by volrathxp » 02 Sep 2014, 04:06
Urborg has some issues, yes. I am considering removing it from the mod for this reason.drleg3nd wrote:I don't know either but the devotion count doesn't added up, I was able to play phenax with only 6 devotion when its supposed to be only 7. also when playing yawgmoth seems to provide unlimited mana.
I again am not sure about the god issue because you are the only person who has reported these issues.
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by drleg3nd » 02 Sep 2014, 14:54
Yes Neo I have your God cards which work fine for me.. Maybe incompatibility with each other? I don't know
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by NeoAnderson » 02 Sep 2014, 15:16
There isn't any incompatibility with any other cards they don't share any functions or id...simply the Dual Devotion functions are completely different. My Gods cards uses my own functions, to retrieve the Dual Devotion.drleg3nd wrote:Yes Neo I have your God cards which work fine for me.. Maybe incompatibility with each other? I don't know
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by Kithkin » 02 Sep 2014, 17:14
Guardian Zendikon -- [lua] [string "GUARDIAN_ZENDIKON_1000382281_TITLE (CONTINUOUS_ACTION)~0x000027bc"]:3: attempt to index a nil value
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by volrathxp » 02 Sep 2014, 17:41
Will look into, but wasn't having issues with this card before...Kithkin wrote:Guardian Zendikon -- [lua] [string "GUARDIAN_ZENDIKON_1000382281_TITLE (CONTINUOUS_ACTION)~0x000027bc"]:3: attempt to index a nil value
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by Kithkin » 02 Sep 2014, 18:10
Yes, you had.volrathxp wrote:Will look into, but wasn't having issues with this card before...Kithkin wrote:Guardian Zendikon -- [lua] [string "GUARDIAN_ZENDIKON_1000382281_TITLE (CONTINUOUS_ACTION)~0x000027bc"]:3: attempt to index a nil value

viewtopic.php?f=109&t=15004&start=165#p159507
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Kithkin - Posts: 456
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by volrathxp » 02 Sep 2014, 18:17
You know what I meant lol. I meant after fixing the defender thing.Kithkin wrote:Yes, you had.volrathxp wrote:Will look into, but wasn't having issues with this card before...Kithkin wrote:Guardian Zendikon -- [lua] [string "GUARDIAN_ZENDIKON_1000382281_TITLE (CONTINUOUS_ACTION)~0x000027bc"]:3: attempt to index a nil value![]()
viewtopic.php?f=109&t=15004&start=165#p159507
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/31/2014
by AngelLestat » 02 Sep 2014, 18:58
Hi Volrathxp, can yon explain a bit better the last changes please?
Big update! So that I could utilize certain cards that have already been coded, I've included them in my DLC so that you don't need them for the decks! Of course this means the size of the DLC has grown considerably. This also includes all 10 duals (w/ manual mana functions), and all 10 shocks (w/ manual mana functions). I've added a few new decks for things, too!
What is this mean? The amount of cards from your ID did not grow. I see you are adding extra cards from other mods in your file. Why?
What happens with the users that already had those cards in their respective mods?
I am trying to see if is possible to have only 1 copy of each card between all mods, but everyone keeps adding cards from other mods to their files :S
Well, for now I would keep your old file until I understand a little more the changes..
Have a nice day
Big update! So that I could utilize certain cards that have already been coded, I've included them in my DLC so that you don't need them for the decks! Of course this means the size of the DLC has grown considerably. This also includes all 10 duals (w/ manual mana functions), and all 10 shocks (w/ manual mana functions). I've added a few new decks for things, too!
What is this mean? The amount of cards from your ID did not grow. I see you are adding extra cards from other mods in your file. Why?
What happens with the users that already had those cards in their respective mods?
I am trying to see if is possible to have only 1 copy of each card between all mods, but everyone keeps adding cards from other mods to their files :S
Well, for now I would keep your old file until I understand a little more the changes..
Have a nice day

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