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Prowl
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Prowl
by Chakan » 15 May 2015, 23:15
Just wondering, can the Prowl mechanic be coded? I've tried a few variations of it and I got nothing. (That worked anyway) Here is the last thing I came up with, but it didn't work.
- Code: Select all
<UTILITY_ABILITY qualifier="Alternate">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {3}{U}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Incursion {3}{U}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rondar {3}{U}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beutezug {3}{U}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Predatore {3}{U}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[徘徊 {3}{U} (このターン、あなたがならず者でいずれかのプレイヤーに戦闘ダメージを与えている場合、あなたはこれをその徘徊コストでプレイしてもよい。)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prowl {3}{U}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мародерство {3}{U}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espreitar {3}{U}]]></LOCALISED_TEXT>
<AVAILABILITY>
<AVAILABILITY>
local interrogation = MTG():ClearInterrogationQuery()
interrogation:SetPlayer( EffectController() )
if interrogation:Test( CREATURE_TYPE_ROGUE ) and ( INTERROGATE_DEALS_DAMAGE_TO_PLAYER, INTERROGATE_THIS_TURN )
return true
end
end
end
return false
</AVAILABILITY>
<COST mana_cost="{0}" type="Mana" />
<ABILITY_TEXT tag="ALTERNATE_COST_PAY_0" />
</UTILITY_ABILITY>
Re: Prowl
by RiiakShiNal » 16 May 2015, 17:06
It could be done, but the built-in interrogation functions don't provide the detailed information that would be required. As such this leaves 2 ways to make the card:
In this case I would probably go with the easier method which will require at least 2 TRIGGERED_ABILITYs (one to capture damage dealt and one to clear stored damage at end/beginning of turn both need to work from all zones) in addition to the Prowl UTILITY_ABILITY.
- (Easier/Simpler) Have the card specifically keep track of all damage caused by sources you control each turn only if the source has a type in common with the base card.
- (More generic/useful) Create a token manager that will keep track of more detailed duel information and use it for interrogation.
In this case I would probably go with the easier method which will require at least 2 TRIGGERED_ABILITYs (one to capture damage dealt and one to clear stored damage at end/beginning of turn both need to work from all zones) in addition to the Prowl UTILITY_ABILITY.
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Re: Prowl
by Xander9009 » 17 May 2015, 23:23
This is the Auntie's Snitch I came up with using Riiak's first method. I tested that it works, and it appears to. (I did not test the graveyard ability at all, though.)
- Auntie's Snitch | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AUNTIES_SNITCH_CW_370533" />
<CARDNAME text="AUNTIES_SNITCH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mouchard de Tantine]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Soplón de la Tía]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spia della Zietta]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="370533" />
<ARTID value="CW370533" />
<ARTIST name="Warren Mahy" />
<CASTING_COST cost="{2}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goblin" />
<SUB_TYPE metaname="Rogue" />
<EXPANSION value="MMA" />
<RARITY metaname="U" />
<POWER value="3" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Mouchard de Tantine ne peut pas bloquer.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Soplón de la Tía no puede bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel kann nicht blocken.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Spia della Zietta non può bloccare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者ではブロックできない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач не может блокировать.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia não pode bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线不能进行阻挡。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線不能進行阻擋。]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_CANT_BLOCK, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil and TFM_KinshipCheck(TriggerObject(), EffectSource())
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil and TFM_KinshipCheck(TriggerObject(), EffectSource())
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<UTILITY_ABILITY qualifier="Alternate">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Incursion {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rondar {1}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beutezug {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Predatore {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[徘徊 {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мародерство {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espreitar {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[伺机{1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[伺機{1}{B}]]></LOCALISED_TEXT>
<AVAILABILITY>
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 1
</AVAILABILITY>
<COST mana_cost="{1}{B}" type="Mana" />
<ABILITY_TEXT tag="ALTERNATE_COST_AUNTIES_SNITCH_PROWL" />
</UTILITY_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un gobelin ou qu’un gredin que vous contrôlez inflige des blessures de combat à un joueur, si le Mouchard de Tantine est dans votre cimetière, vous pouvez renvoyer le Mouchard de Tantine dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un Trasgo o Bribón que controles haga daño de combate a un jugador, si el Soplón de la Tía está en tu cementerio, puedes regresarlo a tu mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Goblin oder ein Räuber, den du kontrollierst, einem Spieler Kampfschaden zufügt, kannst du Tantchens Spitzel auf deine Hand zurückbringen, falls sich Tantchens Spitzel auf deinem Friedhof befindet.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un Goblin o un Farabutto che controlli infligge danno da combattimento a un giocatore, se la Spia della Zietta è nel tuo cimitero, puoi riprendere in mano la Spia della Zietta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするゴブリンかならず者がいずれかのプレイヤーに戦闘ダメージを与えるたび、婆の密告者があなたの墓地にいる場合、あなたは婆の密告者をあなたの手札に戻してもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Гоблин или Бродяга под вашим контролем наносит боевые повреждения игроку, и если Теткин Стукач находится на вашем кладбище, вы можете вернуть Теткиного Стукача в вашу руку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um Goblin ou um Ladino que você controla causar dano de combate a um jogador, se Gatuno da Titia estiver em seu cemitério, você poderá devolvê-lo para sua mão.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当由你操控的一个精灵或浪客对牌手造成战斗伤害时,若大婶眼线在你的坟墓场,则你可以将大婶眼线移回你手上。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當由你操控的一個鬼怪或浪客對玩家造成戰鬥傷害時,若大嬸眼線在你的墳墓場,則你可以將大嬸眼線移回你手上。]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return TriggerObject() ~= nil and ( TriggerObject():GetSubType():Test(CREATURE_TYPE_GOBLIN) or TriggerObject():GetSubType():Test(CREATURE_TYPE_ROGUE) )
</TRIGGER>
<INTERVENING_IF>
return EffectSource() ~= nil and EffectSource():GetZone() == ZONE_GRAVEYARD
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():PutInHand()
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[17-05-15]]></DATE>
</CARD_V2>
- TFM_KinshipCheck() | Open
- Code: Select all
TFM_KinshipCheck = function(creature1, creature2)
-- returns true if creature1 and creature2 share at least a creature type
if creature1 ~= nil and creature2 ~= nil then
for subtype=1000,1230 do
if creature1:GetSubType():Test(subtype) and creature2:GetSubType():Test(subtype) then
return true
end
end
end
return false
end
- Auntie's Snitch sans TFM's function | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AUNTIES_SNITCH_CW_370533" />
<CARDNAME text="AUNTIES_SNITCH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mouchard de Tantine]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Soplón de la Tía]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spia della Zietta]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="370533" />
<ARTID value="CW370533" />
<ARTIST name="Warren Mahy" />
<CASTING_COST cost="{2}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goblin" />
<SUB_TYPE metaname="Rogue" />
<EXPANSION value="MMA" />
<RARITY metaname="U" />
<POWER value="3" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Mouchard de Tantine ne peut pas bloquer.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Soplón de la Tía no puede bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel kann nicht blocken.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Spia della Zietta non può bloccare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者ではブロックできない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач не может блокировать.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia não pode bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线不能进行阻挡。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線不能進行阻擋。]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_CANT_BLOCK, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
if RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil then
if TriggerObject() ~= nil and EffectSource() ~= nil then
for subtype=1000,1230 do
if TriggerObject():GetSubType():Test(subtype) and EffectSource():GetSubType():Test(subtype) then
return true
end
end
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
if RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil then
if TriggerObject() ~= nil and EffectSource() ~= nil then
for subtype=1000,1230 do
if TriggerObject():GetSubType():Test(subtype) and EffectSource():GetSubType():Test(subtype) then
return true
end
end
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<UTILITY_ABILITY qualifier="Alternate">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Incursion {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rondar {1}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beutezug {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Predatore {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[徘徊 {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мародерство {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espreitar {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[伺机{1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[伺機{1}{B}]]></LOCALISED_TEXT>
<AVAILABILITY>
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 1
</AVAILABILITY>
<COST mana_cost="{1}{B}" type="Mana" />
<ABILITY_TEXT tag="ALTERNATE_COST_PROWL" />
</UTILITY_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un gobelin ou qu’un gredin que vous contrôlez inflige des blessures de combat à un joueur, si le Mouchard de Tantine est dans votre cimetière, vous pouvez renvoyer le Mouchard de Tantine dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un Trasgo o Bribón que controles haga daño de combate a un jugador, si el Soplón de la Tía está en tu cementerio, puedes regresarlo a tu mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Goblin oder ein Räuber, den du kontrollierst, einem Spieler Kampfschaden zufügt, kannst du Tantchens Spitzel auf deine Hand zurückbringen, falls sich Tantchens Spitzel auf deinem Friedhof befindet.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un Goblin o un Farabutto che controlli infligge danno da combattimento a un giocatore, se la Spia della Zietta è nel tuo cimitero, puoi riprendere in mano la Spia della Zietta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするゴブリンかならず者がいずれかのプレイヤーに戦闘ダメージを与えるたび、婆の密告者があなたの墓地にいる場合、あなたは婆の密告者をあなたの手札に戻してもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Гоблин или Бродяга под вашим контролем наносит боевые повреждения игроку, и если Теткин Стукач находится на вашем кладбище, вы можете вернуть Теткиного Стукача в вашу руку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um Goblin ou um Ladino que você controla causar dano de combate a um jogador, se Gatuno da Titia estiver em seu cemitério, você poderá devolvê-lo para sua mão.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当由你操控的一个精灵或浪客对牌手造成战斗伤害时,若大婶眼线在你的坟墓场,则你可以将大婶眼线移回你手上。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當由你操控的一個鬼怪或浪客對玩家造成戰鬥傷害時,若大嬸眼線在你的墳墓場,則你可以將大嬸眼線移回你手上。]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return TriggerObject() ~= nil and ( TriggerObject():GetSubType():Test(CREATURE_TYPE_GOBLIN) or TriggerObject():GetSubType():Test(CREATURE_TYPE_ROGUE) )
</TRIGGER>
<INTERVENING_IF>
return EffectSource() ~= nil and EffectSource():GetZone() == ZONE_GRAVEYARD
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():PutInHand()
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[17-05-15]]></DATE>
</CARD_V2>
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
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Re: Prowl
by Xander9009 » 18 May 2015, 01:25
I've now added all of the prowl cards to the CW. If you use it, feel free to try them out and let me know if they have any issues.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
-
Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
- Has thanked: 121 times
- Been thanked: 445 times
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