Zelda[mod] card set.

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devi59
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Zelda[mod] card set.

Post by devi59 » Thu Jul 14, 2011 9:20 pm

http://www.gamesradar.com/f/a-link-to-t ... 2027442009

i'm totally down for adding this as a custom set. Hopefully I'll figure out how to code it.

devi59
Posts: 157
Joined: Sat May 09, 2009 5:56 pm
Location: South Dakota, USA
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Re: Zelda card set.

Post by devi59 » Thu Jul 14, 2011 9:24 pm

http://www.mediafire.com/?53mnnb24uyoxdcn

Has all card images. Going to work on making them sets now. AWESOME!

devi59
Posts: 157
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Re: Zelda card set.

Post by devi59 » Thu Jul 14, 2011 9:26 pm

Oops wrong forum. Mod please move :D

devi59
Posts: 157
Joined: Sat May 09, 2009 5:56 pm
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Re: Zelda card set.

Post by devi59 » Thu Jul 14, 2011 10:43 pm

W00t, first card coded (my first card coded in a LONG time) Now I'm on my way!

[meta]
author=devi59 orignal-KREATIVEassassin
year=2011
block=Zelda
[/meta]
[card]
name=Agahnim
id=965591
rarity=r
mana={3}{W}{U}{B}
type=Legendary Creature
subtype=wizard boss
power=3
toughness=3
text=As Agahnim enters the battlefield, put two 3/3

indestructible blue Illusion creature tokens onto the

battlefield. If Agahnim leaves the battlefield, exile all

Illusion tokens.
auto=token(Illusion,creature illusion,3/3,indestructible

blue)[*2]
auto=@movedTo(this|nonbattlezone):moveto(exile) all

(Illusion)
[/card]
Image
Attachments

[The extension jpg has been deactivated and can no longer be displayed.]


devi59
Posts: 157
Joined: Sat May 09, 2009 5:56 pm
Location: South Dakota, USA
Contact:

Re: Zelda card set.

Post by devi59 » Thu Jul 14, 2011 11:40 pm

[The extension jpg has been deactivated and can no longer be displayed.]

[card]
name=Agressive Octorok
id=965592
rarity=c
mana={3}{R}
type=creature
subtype=Octopus
power=2
toughness=2
text={2}, {T}: Agressive Octorok deals 1 damage to target

creature. If a creature would be destroyed this way, you

may untap Agressive Octorok.
auto={2}{T}:damage:1 target(creature)
auto=@vampired(creature) from(this): may untap
[/card]

devi59
Posts: 157
Joined: Sat May 09, 2009 5:56 pm
Location: South Dakota, USA
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Re: Zelda card set.

Post by devi59 » Thu Jul 14, 2011 11:41 pm

If anyone sees coding that can be changed or streamlined, let me know. I'm going to work on lttp but there are the other two included in the set if anyone is good at coding and is bored.

AzNFrEnZy
Posts: 99
Joined: Mon Dec 21, 2009 2:19 am

Re: Zelda[mod] card set.

Post by AzNFrEnZy » Fri Jul 15, 2011 10:25 am

just look at Goblin Sharpshooters coding.

Shadowfireomega
Posts: 70
Joined: Thu Apr 07, 2011 7:06 am
Location: San Antonio, Texas, USA

Re: Zelda[mod] card set.

Post by Shadowfireomega » Sun Jul 17, 2011 12:26 am

if you want, i can help, just give me a list of like 10-20 cards (to avoid working on the same ones you are) and ill do my best.
Wagic: the Homebrew Image Pack Easy Installers

"I love being wrong, for if I was always right, I would never learn anything, and that would be a sad life." -Benjamin Fisher
check out my blog http://shadowfireomega.blogspot.com/

devi59
Posts: 157
Joined: Sat May 09, 2009 5:56 pm
Location: South Dakota, USA
Contact:

Re: Zelda[mod] card set.

Post by devi59 » Sun Jul 17, 2011 1:29 am

I started with A, you can start with Z and come backwards if you want. Im a bit stuck atm right now though. Still trying to get the hang of it.

taj1994
Posts: 11
Joined: Tue Jun 07, 2011 9:03 pm

Re: Zelda[mod] card set.

Post by taj1994 » Wed Oct 05, 2011 6:49 pm

Any idea when this set will be done? Looks good so far
"The greatest harm can result from the best intentions" - Wizard's 2nd Rule
"Mind what people do, not only what they say, for deeds will betray a lie" - Wizard's 5th Rule
"Life is the future, not the past" - Wizard's 7th Rule

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