Final Fantasy 12 Custom set

All user created custom sets, custom game mode and modded official content.
DragoonEx82
Posts: 8
Joined: Tue May 01, 2012 10:58 pm

Final Fantasy 12 Custom set

Post by DragoonEx82 »

I have created a final fantasy 12 set (v1), it has over 100+ cards in the set for Wagic...msg me and tell me what you think, suggestions, and bug fixing...hope you enjoy

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Soon ill be starting another set based off of final fantasy 9

This is the first version of the set, im still adding cards as i think of them

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

Re: Final Fantasy 12 Custom set

Post by Zethfox »

White Magi Mog
the gain 2 life effect is too expensive.

Captian Kopu
if you move the draw under the trigger, then it will have him deal 2 damage for the cards you draw from him :)
just a tip really, dont have to do it...the order you add effects makes a big difference in wagic.

Mindless Mog || Nightshade Mog
is missing text=

Restless Ones
add a comma between mustattack and haste...abilities=mustattack,haste

Treetop Mog
you might want to change the text to what it actually means...like text=can block creatures with flying

Silent Urn || Nethicite Stone
is overpowered, consider making it -1 and +1 instead of 2...or increase the cost of that card....
OR make it type=legendary artifact

Airship Yard
remove "token"..token(Airship,artifact creature airship, 1/1,flying)
token creator give cards that trait by defualt

Shiva - Light Cruiser
{2}: would be a better cost for that tap ability...4 is too expensive
also....auto={2}:name(Diamond dust) tap target(creature)...this makes the menu show up as "diamond dust" instead of "tap"
you can name any ability thats activated and triggered like that...almost all abilities can have a custom name.

Atomos - Transport
has an empty auto=

Mimeo
LOVE it :D

Pandora
{3}{T}:target(creature) dynamicability<!powerstrike!> tap..the section in red will always target the source....try
{3}{T}:target(creature) tap && dynamicability<!powerstrike!>

Thunderbug
cost should be reduced, the ability is already expensive which is fine but at the cost of the bug it will be too hard to do decent damage with it.

Eksir Berries
all(bird)

Battle Harness
firststrike

Claymore
gives 1/1 but saids 2/1

Huntclub Member (Novice) <----remove these brackets!!!
Huntclub Member - Novice ....some abilities will crash the game when it tries to grab the name of this creature.
also consider making them level up creatures....
[card]
name=Huntclub Member
auto={u}:counter(0/0,1,Level) asSorcery
auto=this(counter{0/0.1.Level}) 0/2
auto=this(counter{0/0.4.Level}) trample
auto=this(counter{0/0.4.Level}) 1/1
text=Level up {u} ({u}: Put a Level counter on this. Level up only as a sorcery.) -- [Level 1-3] (2/3) -- [Level 4+] Trample (3/4)
mana={u}
auto=maxlevel:4
type=Creature
subtype=Seeq Hunter
power=2
toughness=1
[/card]

nice set :) can't wait to see the set with images :D
DragoonEx82
Posts: 8
Joined: Tue May 01, 2012 10:58 pm

Re: Final Fantasy 12 Custom set

Post by DragoonEx82 »

Awesome man, im gonna get started on editing these bugs you found , this is my first time coding cards so i figured alot of bugs would pop up and cards would seem unbalanced... as for adding images ill have to learn how to do that first but if you or anyone else would like to by all means :)

For the longest time I wished Magic the gathering would release a final fantasy themed set and then I saw Wagic and my prayers were answers

Soon to come...Final Fantasy X, 8, 9 set -(started FFX)
Suggestions are always welcome and if you make a card I might put it in with your named attached in the text so you'd get credit for the creation


**help** I want to make it so that when you play a summon creature all the creatures you have in the battlefield are exiled and the summon would have a turn timer and at the end of the time be removed to your graveyard and all your exiled creatures return to the battlefield (much like the way almost all the summons work in the final fantasy games)

So I need help writing the code for this to happen, I tried a few times and the game would crash my psp... these code lines would be in all the summons i code for the FF sets
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Final Fantasy 12 Custom set

Post by Zethfox »

[card]
name=Shiva
auto=(blink)forsrc all(creature|mybattlefield)
auto=fading:5
text=Fading 5 (This summon enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
mana={2}{u}
type=Creature
subtype=ice summon
[/card]

fading is exactly what you need for the "turn counters"..tho on the example above, fading for 5 turns is quite alot...maybe just like 1 for normal summons and 2 of super summons...
blink is what you would use for the removel of your creatures while you have a summon out. it puts things in exile until this card leaves play.

btw you're code was good :) i fixed more card code errors for our last batch then this :/
DragoonEx82
Posts: 8
Joined: Tue May 01, 2012 10:58 pm

Re: Final Fantasy 12 Custom set

Post by DragoonEx82 »

Applying fading to the summons works but exiling all the creatures dosent...first it would crash then it just froze so im gonna add them with just fading, but now i can make other creatures that affect summons. I also added the Urutan-yensa race and a few other cards...still gotta add the Hunts and Garif race.
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Final Fantasy 12 Custom set

Post by Zethfox »

opps try
auto=(blink)forsrc all(other creature|mybattlefield)
forget she's a creature too.
DragoonEx82
Posts: 8
Joined: Tue May 01, 2012 10:58 pm

Re: Final Fantasy 12 Custom set

Post by DragoonEx82 »

Sweet they work perfectly now thanks:) few more cards to add and this set is completed
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Final Fantasy 12 Custom set

Post by Zethfox »

it should act almost exactly like a summon in FF series...when it comes out everything else disappears, then it'a "timer" counts down by fading... :) pretty neat emulation of the summons.

did you consider making the novice - pro - elites into level up creatures?
DragoonEx82
Posts: 8
Joined: Tue May 01, 2012 10:58 pm

Re: Final Fantasy 12 Custom set

Post by DragoonEx82 »

Yes I did do the level ups for the hunters thanks for the suggestion...the card seem alot more interesting now and i can play combos off them too :D iv already started a FFX set that will play off of this set make some awesome combos when they are put together in a deck...Im gonna do that with all the sets making them alot more fun to play with.
DragoonEx82
Posts: 8
Joined: Tue May 01, 2012 10:58 pm

Re: Final Fantasy 12 Custom set

Post by DragoonEx82 »

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Here it is V2 of my final fantasy 12 set...added summons, urutan race, fixed bugs and balanced cards

Still In The Works: "Hunt" creatures, Basic creatures, Bosses, more artifacts, more spells, instants and enchantments , more for the Graif race

Needless to say there are lots of cards im planning on coding so it might take some time to get done but the set is playable as is right now. Iv been spending alot of time on this set mostly because i have the guide book so I have all the info on FF12...I dont have any books on the other games but iv played them enough to get them going

Again any suggestions, bug reports and comments are always welcome :D

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