Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Additional Ressources for WTH : new cards, card images & more
Dr.Solomat
Posts: 975
Joined: Mon Dec 15, 2008 5:12 pm
Location: Germany

Re: Rise of the Eldrazi (57/135/248) PREVIEW Update 10.04.2010

Post by Dr.Solomat » Sun Apr 11, 2010 7:53 pm

KF1 wrote:
Dr.Solomat wrote:It is a coding syntax!
As a non-programmer, I really didn't know what it was. This is all new to me. Message boards/e-mails do a poor job expressing tone of voice. I in no way was trying to be disrespectful of you or your hard work.

Thank you for the clarification.

Hmmm, no no man, i just answered short because of being very busy... ;)
Sets Coded/Released: Legends, Visions, Weatherlight, Tempest, Stronghold, Portal I & III, Urza's Saga BLOCK, Mercadian Masques, Invasion BLOCK, Mirrodin, Ravnica, Guildpact, Conflux, Alara Reborn

Dr.Solomat
Posts: 975
Joined: Mon Dec 15, 2008 5:12 pm
Location: Germany

Re: Rise of the Eldrazi (72/172/248) PREVIEW Update 10.04.2010

Post by Dr.Solomat » Sun Apr 11, 2010 7:53 pm

updated to Version5
Sets Coded/Released: Legends, Visions, Weatherlight, Tempest, Stronghold, Portal I & III, Urza's Saga BLOCK, Mercadian Masques, Invasion BLOCK, Mirrodin, Ravnica, Guildpact, Conflux, Alara Reborn

Dr.Solomat
Posts: 975
Joined: Mon Dec 15, 2008 5:12 pm
Location: Germany

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by Dr.Solomat » Thu Apr 15, 2010 5:30 pm

Updated to the final version.
Sets Coded/Released: Legends, Visions, Weatherlight, Tempest, Stronghold, Portal I & III, Urza's Saga BLOCK, Mercadian Masques, Invasion BLOCK, Mirrodin, Ravnica, Guildpact, Conflux, Alara Reborn

baldersmashed
Posts: 156
Joined: Sat Apr 25, 2009 12:00 am

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by baldersmashed » Thu Apr 15, 2010 8:25 pm

Could totem armor be coded to grant the creature a permanent regeneration ability and '&& destroy(auraname)?
Dr.Solomat wrote:"Vegeta! What does the scouter say about Wagics power level?"

"It's over ten thooooouuuuuusaaaaaaaaand!"

"What 10.000? There's no way that can be right!"

Onitenshi
Posts: 122
Joined: Sun Apr 12, 2009 12:56 pm
Location: Austria

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by Onitenshi » Thu Apr 15, 2010 9:26 pm

baldersmashed wrote:Could totem armor be coded to grant the creature a permanent regeneration ability and '&& destroy(auraname)?
hm, there are some problems:
- the creature should only regenerate when the damage would destroy it
- the "totem-regenerate" shouldn't tap the creature
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Dr.Solomat
Posts: 975
Joined: Mon Dec 15, 2008 5:12 pm
Location: Germany

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by Dr.Solomat » Fri Apr 16, 2010 8:01 am

well, i spent a lot of houers to find any solution for Totems, but I had to give them up...

I would really appreciate it if someone would find a working solution...plz test them before posting here. THX! :D
Sets Coded/Released: Legends, Visions, Weatherlight, Tempest, Stronghold, Portal I & III, Urza's Saga BLOCK, Mercadian Masques, Invasion BLOCK, Mirrodin, Ravnica, Guildpact, Conflux, Alara Reborn

baldersmashed
Posts: 156
Joined: Sat Apr 25, 2009 12:00 am

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by baldersmashed » Fri Apr 16, 2010 9:03 am

I am not as keen on the code as Dr. Solomat, but could you not fit a 'untap' trigger somewhere in the auto regenerate ability?
EDIT:Not paying attention to my mechanics basics, I realize that a auto regenerate ability would not stop cards that 'bury' things. Back to the drawing board. :(
Dr.Solomat wrote:"Vegeta! What does the scouter say about Wagics power level?"

"It's over ten thooooouuuuuusaaaaaaaaand!"

"What 10.000? There's no way that can be right!"

Onitenshi
Posts: 122
Joined: Sun Apr 12, 2009 12:56 pm
Location: Austria

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by Onitenshi » Fri Apr 16, 2010 1:18 pm

baldersmashed wrote:I am not as keen on the code as Dr. Solomat, but could you not fit a 'untap' trigger somewhere in the auto regenerate ability?
That would still trigger all the "@tapped"-triggers, which it shouldn't
baldersmashed wrote: EDIT:Not paying attention to my mechanics basics, I realize that a auto regenerate ability would not stop cards that 'bury' things. Back to the drawing board. :(
jup, it's more like a 'indestructable"-ability, that ends when the creature would put into a graveyard. We can't even code the second ability, because:
If a creature has more than one Aura with Totem armor attached to it, only one of those auras will go away should the creature be destroyed
So any triggers are worthless in this case, we would need a real "instead of"
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Blublub
Posts: 114
Joined: Tue Oct 21, 2008 12:47 am

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by Blublub » Wed Apr 21, 2010 6:54 pm

I'm a lazy sod - anyone have a version with ID numbers coded and/or images named?

abrasax
Posts: 976
Joined: Wed Oct 15, 2008 7:46 am
Location: Switzerland

Re: Rise of the Eldrazi (117/248) PREVIEW Update FINAL

Post by abrasax » Wed Apr 21, 2010 7:23 pm

Hi,

1. Download the file posted by doktor solomat in the first post.
2. Open it in a text editor, copy the whole text and paste it in your sets/primitive/mtg.txt
3. Download the _cards.dat from here : viewtopic.php?f=15&t=1348
4. Create a folder named ROE, copy the _cards.dat in it
5. Download the images from : viewtopic.php?f=8&t=726
6. Open a bier, start the game and enjoy...


Grüssi

Abra
We need your Help !!!
New to wagic ? Be sure to check the following :

Bug report: Bug reporting
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Customize: Themes FAQ, All images thread, Abra's Mediafire folder

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