It is currently 05 Jun 2024, 04:12
   
Text Size

Prowl

Moderator: CCGHQ Admins

Prowl

Postby 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>
If anybody has any ideas, it would be greatly appreciated.
User avatar
Chakan
 
Posts: 166
Joined: 07 Jun 2014, 23:08
Has thanked: 11 times
Been thanked: 10 times

Re: Prowl

Postby 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:
  1. (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.
  2. (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.
RiiakShiNal
Programmer
 
Posts: 2185
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: Prowl

Postby 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>
This uses TFM_KinshipCheck(), which was written for basically this situation. If you're planning to use this outside the CW, you'll need to either include the function or simply replace the function call with this code.
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
If you were to include that code directly in the card, it would look like this.
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
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Prowl

Postby 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
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times


Return to Programming Talk

Who is online

Users browsing this forum: No registered users and 7 guests


Who is online

In total there are 7 users online :: 0 registered, 0 hidden and 7 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 7 guests

Login Form