Mod Pokewon [Alpha VER]

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Posts: 47
Joined: Wed Jun 02, 2010 6:31 pm

Re: Mod Pokewon [Alpha VER]

Post by rodrigo.demoura » Mon May 30, 2011 5:41 pm

Zethfox as you said earlier
try this instead:
auto=lord(creature[-active]) cantattack
auto=lord(creature[-active]) cantblock
auto=@each mycombatbegins:target(creature|mybattlefield) transforms((active)) ueot

of course we will need to modify the ai to not crash while deciding who to make active lol...and to play its creatures more often, but you get the idea.
The rule works correctly for the player. When is the time of AI, the game crashes.

Where in the code, I set up so that the AI can choose correctly the creature?

When I use the same rule but using a token to select the creature, AI does not crash

in rule.txt

Code: Select all

#Can be just one active pokemon on Battlefield
auto=@each my combatbegins:aslongas(creature|myBattlefield) token(-1r)

Code: Select all

name=Active Pokewon
auto=@movedto(this|exile):transforms((active)) target(creature|myBattlefield)  

Posts: 23
Joined: Wed Apr 17, 2013 11:13 am

Re: Mod Pokewon [Alpha VER]

Post by bloodfiend123 » Thu Apr 18, 2013 3:44 am

I know this is some kind of a noob question but can you teach me how to post my own tread???
Knights & Dragons mod Fan!!!!

Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Mod Pokewon [Alpha VER]

Post by Zethfox » Thu Apr 18, 2013 4:10 am

go into any section you want the thread to appear in, at the top of topics frame, just under the "wagic logo in the upper left courner, it saids "new topic*" in bold letters.

Posts: 217
Joined: Sun Sep 13, 2009 6:32 am

Re: Mod Pokewon [Alpha VER]

Post by mickey_brown » Mon Nov 18, 2013 2:55 am

So how's this coming along? I always wanted a sequel to the pokemon tcg for gameboy color.

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