EDIT2: Ignore this problem
Alright, another problem.
Frontier Siege doesn't seem to want to work. When the combat phase is automatically skipped, it triggers twice during the second main phase. I tried putting in a LinkedDC() int check to make it only occur once. I originally had it check that the current turn number was less than the stored int, and if it will return true, then it sets the int to the current turn number. This worked, sort of. It had a problem I don't recall now, but it ALSO would have prevented the proper triggering of the ability during extra main phases.
I opted to try a slightly different approach. I made it check that the int is 0 and it sets it to 1 if it'll return true. Then, in a different triggered ability, it sets it to 0 at the beginning of each phase. However, now it never triggers. Putting in a debug line, I discovered that the current step is 4, which corresponds to STEP_BEGIN_COMBAT, the first step in the skipped phase, and it doesn't even try to trigger again, showing this is the only triggering of it. I don't understand what's going on.
Here's the current code.
- Frontier Siege - Not Working | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="FRONTIER_SIEGE_MM_CW_391840" />
<CARDNAME text="FRONTIER_SIEGE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Frontier Siege]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Siège de la frontière]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Asedio a la frontera]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Belagerung des Grenzlandes]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Assedio della Frontiera]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[開拓地の包囲]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[변경 야영지 공성]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Осада Пограничья]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cerco à Fronteira]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[围攻锋疆]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[圍攻鋒疆]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="391840" />
<ARTID value="CW391840" />
<ARTIST name="James Ryman" />
<CASTING_COST cost="{3}{G}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="FRF" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Frontier Siege enters the battlefield, choose Khans or Dragons.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au moment où le Siège de la frontière arrive sur le champ de bataille, choisissez Khans ou Dragons.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[En cuanto el Asedio a la frontera entre al campo de batalla, elige kans o dragones.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sowie Belagerung des Grenzlandes ins Spiel kommt, wähle Khane oder Drachen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mentre l’Assedio della Frontiera entra nel campo di battaglia, scegli Khan o Draghi.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[開拓地の包囲が戦場に出るに際し、カンか龍かを選ぶ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[변경 야영지 공성이 전장에 들어오면서, 칸 또는 용을 선택한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[При выходе Осады Пограничья на поле битвы выберите Ханов или Драконов.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Conforme Cerco à Fronteira entra no campo de batalha, escolha Khans ou Dragões.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[于围攻锋疆进战场时,选择可汗或龙王。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[於圍攻鋒疆進戰場時,選擇可汗或龍王。]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
local EffectController = EffectController()
if EffectController ~= nil then
EffectController:BeginNewMultipleChoice()
EffectController:AddMultipleChoiceAnswer("CARD_QUERY_FRONTIER_SIEGE_OPTION_KHANS")
EffectController:AddMultipleChoiceAnswer("CARD_QUERY_FRONTIER_SIEGE_OPTION_DRAGONS")
EffectController:AskMultipleChoiceQuestion("CARD_QUERY_FRONTIER_SIEGE_CHOOSE_KHANS_OR_DRAGONS", EffectSource())
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local Choice = EffectController():GetMultipleChoiceResult()
LinkedDC():Set_Int(0, Choice+1)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<CONTINUOUS_ACTION layer="6">
local Choice = LinkedDC():Get_Int(0)
if Choice == 1 then
EffectSource():GetCurrentCharacteristics():GrantAbility(1)
EffectSource():GetCurrentCharacteristics():GrantAbility(2)
elseif Choice == 2 then
EffectSource():GetCurrentCharacteristics():GrantAbility(3)
EffectSource():GetCurrentCharacteristics():GrantAbility(4)
EffectSource():GetCurrentCharacteristics():GrantAbility(5)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Khans — At the beginning of each of your main phases, add {G}{G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Khans — Au début de chacune de vos phases principales, ajoutez {G}{G} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Kans — Al comienzo de cada una de tus fases principales, agrega {G}{G} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Khane — Erhöhe zu Beginn jeder deiner Hauptphasen deinen Manavorrat um {G}{G}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Khan — All’inizio di ogni tua fase principale, aggiungi {G}{G} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• カン ― あなたの各メイン・フェイズの開始時に、あなたのマナ・プールに{G}{G}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• 칸 — 당신의 각 본단계 시작에, {G}{G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Ханы — В начале каждой вашей главной фазы добавьте {G}{G} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Khans — No início de cada uma das suas fases principais, adicione {G}{G} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[● 可汗~在你的每个行动阶段开始时,加{G}{G}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• 可汗~在你的每個行動階段開始時,加{G}{G}到你的魔法力池中。]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don’t control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Dragons — À chaque fois qu’une créature avec le vol arrive sur le champ de bataille sous votre contrôle, vous pouvez faire qu’elle se batte contre une créature ciblée que vous ne contrôlez pas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Dragones — Siempre que una criatura con la habilidad de volar entre al campo de batalla bajo tu control, puedes hacer que luche contra la criatura objetivo que no controlas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Drachen — Immer wenn eine Kreatur mit Flugfähigkeit unter deiner Kontrolle ins Spiel kommt, kannst du sie gegen eine Kreatur deiner Wahl, die du nicht kontrollierst, kämpfen lassen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Draghi — Ogniqualvolta una creatura con volare entra nel campo di battaglia sotto il tuo controllo, puoi farla lottare con una creatura bersaglio che non controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• 龍 ― 飛行を持つクリーチャーが1体あなたのコントロール下で戦場に出るたび、あなたがコントロールしていないクリーチャー1体を対象とする。あなたは「その戦場に出たクリーチャーはそれと格闘を行う。」を選んでもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• 용 — 비행이 있는 생물이 당신의 조종하에 전장에 들어올 때마다, 당신이 조종하지 않는 생물을 목표로 정한다. 당신은 두 생물이 서로 싸우도록 할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Драконы — Каждый раз, когда существо с Полетом выходит на поле битвы под вашим контролем, вы можете заставить его драться с целевым существом не под вашим контролем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Dragons — Toda vez que uma criatura com voar entrar no campo de batalha sob seu controle, você pode fazê-la combater uma criatura alvo que você não controla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[● 龙王~每当一个具飞行异能的生物在你的操控下进战场时,你可以让它和目标不由你操控的生物互斗。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• 龍王~每當一個具飛行異能的生物在你的操控下進戰場時,你可以讓它和目標不由你操控的生物互鬥。]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="1" forced_skip="1" linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|Khans|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|Khans|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|Kans.|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|Khane|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|Khan|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[カン]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[칸]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|Ханы|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|Khans|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[可汗]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[可汗]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
if (MTG():GetStep() == STEP_MAIN_1 or MTG():GetStep() == STEP_MAIN_2) and LinkedDC():Get_Int(0) == 0 then
LinkedDC():Set_Int(0, 1)
MTG():MessageAllPlayers("1: "..LinkedDC():Get_Int(0))
return true
end
MTG():MessageAllPlayers("1 - Step: "..MTG():GetStep())
MTG():MessageAllPlayers("1 - Int: "..LinkedDC():Get_Int(0))
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Produce("{G}", 2)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
S_DisplayManaPool(EffectController())
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" replacement_effect="1" linked_ability_group="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" pre_trigger="1">
LinkedDC():Set_Int(0, 0)
MTG():MessageAllPlayers("2 - Step: "..MTG():GetStep())
MTG():MessageAllPlayers("2 - Int: "..LinkedDC():Get_Int(0))
return false
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="3">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|Dragons|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|Dragons|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|Dragones.|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|Drachen|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|Draghi|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[龍]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[용]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|Драконы|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|Dragões|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[龙王]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[龍王]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetCurrentCharacteristics():Bool_Get(CHARACTERISTIC_FLYING)
</TRIGGER>
<MAY />
<TARGET tag="CARD_QUERY_FRONTIER_SIEGE_CHOOSE_A_CREATURE_YOU_DONT_CONTROL" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_CONTROLLER, OP_NOT, EffectController())
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local TargetA = TriggerObject()
local TargetB = EffectDC():Get_Targets(0):Get_CardPtr(0)
if TargetA ~= nil and TargetB ~= nil then
local DamageFromA = TargetA:GetCurrentCharacteristics():Power_Get()
local DamageFromB = TargetB:GetCurrentCharacteristics():Power_Get()
TargetA:DealDamageTo(DamageFromA, TargetB)
TargetB:DealDamageTo(DamageFromB, TargetA)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY resource_id="4">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana("{G}")
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="5" forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Tejahn]]></AUTHOR>
<EDITORS><![CDATA[Tejahn]]></EDITORS>
<DATE><![CDATA[24-03-15]]></DATE>
</CARD_V2>
No creatures on the battlefield so the combat phase is skipped, not testing main phase 1. What's it's doing right now is checking whether or not to trigger at the beginning of the second main phase. It shows that int is 0 but the phase is 4 (MAIN_PHASE_2 is 9). So, it fails to trigger. But, how was it triggering before the fix? It originally had the MAIN_PHASE_2 check, it just didn't have the LinkedDC check. Even more confusingly, how was it triggering twice? Most importantly, though, how can I get around that and make the card trigger one time at the beginning of each of the player's main phases?
EDIT1: Actually, while I'm asking questions, I'll toss another one in. Someone mentioned Manifest wasn't working for them, and someone else mentioned that
Dream Salvage wasn't working for them. Both work on my machine. However, I use a loose file directory. I tested it with a packed wad, and they failed. I removed all unnecessary cards from the loose file directory and packed it, and the resulting wad had non-functional cards. The exact same folder directory works if left unpacked. Is this a known issue? Tested with no other mods installed, so it's not interference (unless it's from base game stuff, which I've just realized is a possibility and will test). I'm quite confused...
EDIT2: I realized after some more testing that LinkedDC register 0 was already in use in the previous ability that handles choosing Khans or Dragons and grants the correct abilities. When I changed it to use/check register 1, it worked fine with the following code:
- Frontier Siege - Working | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="FRONTIER_SIEGE_MM_CW_391840" />
<CARDNAME text="FRONTIER_SIEGE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Frontier Siege]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Siège de la frontière]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Asedio a la frontera]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Belagerung des Grenzlandes]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Assedio della Frontiera]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[開拓地の包囲]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[변경 야영지 공성]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Осада Пограничья]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cerco à Fronteira]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[围攻锋疆]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[圍攻鋒疆]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="391840" />
<ARTID value="CW391840" />
<ARTIST name="James Ryman" />
<CASTING_COST cost="{3}{G}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="FRF" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Frontier Siege enters the battlefield, choose Khans or Dragons.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au moment où le Siège de la frontière arrive sur le champ de bataille, choisissez Khans ou Dragons.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[En cuanto el Asedio a la frontera entre al campo de batalla, elige kans o dragones.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sowie Belagerung des Grenzlandes ins Spiel kommt, wähle Khane oder Drachen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mentre l’Assedio della Frontiera entra nel campo di battaglia, scegli Khan o Draghi.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[開拓地の包囲が戦場に出るに際し、カンか龍かを選ぶ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[변경 야영지 공성이 전장에 들어오면서, 칸 또는 용을 선택한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[При выходе Осады Пограничья на поле битвы выберите Ханов или Драконов.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Conforme Cerco à Fronteira entra no campo de batalha, escolha Khans ou Dragões.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[于围攻锋疆进战场时,选择可汗或龙王。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[於圍攻鋒疆進戰場時,選擇可汗或龍王。]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
local EffectController = EffectController()
if EffectController ~= nil then
EffectController:BeginNewMultipleChoice()
EffectController:AddMultipleChoiceAnswer("CARD_QUERY_FRONTIER_SIEGE_OPTION_KHANS")
EffectController:AddMultipleChoiceAnswer("CARD_QUERY_FRONTIER_SIEGE_OPTION_DRAGONS")
EffectController:AskMultipleChoiceQuestion("CARD_QUERY_FRONTIER_SIEGE_CHOOSE_KHANS_OR_DRAGONS", EffectSource())
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local Choice = EffectController():GetMultipleChoiceResult()
LinkedDC():Set_Int(0, Choice+1)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<CONTINUOUS_ACTION layer="6">
local Choice = LinkedDC():Get_Int(0)
if Choice == 1 then
EffectSource():GetCurrentCharacteristics():GrantAbility(1)
elseif Choice == 2 then
EffectSource():GetCurrentCharacteristics():GrantAbility(2)
EffectSource():GetCurrentCharacteristics():GrantAbility(3)
EffectSource():GetCurrentCharacteristics():GrantAbility(4)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Khans — At the beginning of each of your main phases, add {G}{G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Khans — Au début de chacune de vos phases principales, ajoutez {G}{G} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Kans — Al comienzo de cada una de tus fases principales, agrega {G}{G} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Khane — Erhöhe zu Beginn jeder deiner Hauptphasen deinen Manavorrat um {G}{G}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Khan — All’inizio di ogni tua fase principale, aggiungi {G}{G} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• カン ― あなたの各メイン・フェイズの開始時に、あなたのマナ・プールに{G}{G}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• 칸 — 당신의 각 본단계 시작에, {G}{G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Ханы — В начале каждой вашей главной фазы добавьте {G}{G} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Khans — No início de cada uma das suas fases principais, adicione {G}{G} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[● 可汗~在你的每个行动阶段开始时,加{G}{G}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• 可汗~在你的每個行動階段開始時,加{G}{G}到你的魔法力池中。]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don’t control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Dragons — À chaque fois qu’une créature avec le vol arrive sur le champ de bataille sous votre contrôle, vous pouvez faire qu’elle se batte contre une créature ciblée que vous ne contrôlez pas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Dragones — Siempre que una criatura con la habilidad de volar entre al campo de batalla bajo tu control, puedes hacer que luche contra la criatura objetivo que no controlas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Drachen — Immer wenn eine Kreatur mit Flugfähigkeit unter deiner Kontrolle ins Spiel kommt, kannst du sie gegen eine Kreatur deiner Wahl, die du nicht kontrollierst, kämpfen lassen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Draghi — Ogniqualvolta una creatura con volare entra nel campo di battaglia sotto il tuo controllo, puoi farla lottare con una creatura bersaglio che non controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• 龍 ― 飛行を持つクリーチャーが1体あなたのコントロール下で戦場に出るたび、あなたがコントロールしていないクリーチャー1体を対象とする。あなたは「その戦場に出たクリーチャーはそれと格闘を行う。」を選んでもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• 용 — 비행이 있는 생물이 당신의 조종하에 전장에 들어올 때마다, 당신이 조종하지 않는 생물을 목표로 정한다. 당신은 두 생물이 서로 싸우도록 할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Драконы — Каждый раз, когда существо с Полетом выходит на поле битвы под вашим контролем, вы можете заставить его драться с целевым существом не под вашим контролем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Dragons — Toda vez que uma criatura com voar entrar no campo de batalha sob seu controle, você pode fazê-la combater uma criatura alvo que você não controla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[● 龙王~每当一个具飞行异能的生物在你的操控下进战场时,你可以让它和目标不由你操控的生物互斗。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• 龍王~每當一個具飛行異能的生物在你的操控下進戰場時,你可以讓它和目標不由你操控的生物互鬥。]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="1" linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|Khans|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|Khans|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|Kans.|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|Khane|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|Khan|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[カン]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[칸]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|Ханы|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|Khans|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[可汗]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[可汗]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
if (MTG():GetStep() == STEP_MAIN_1 or MTG():GetStep() == STEP_MAIN_2) and LinkedDC():Get_Int(1) ~= 1 then
LinkedDC():Set_Int(1, 1)
return true
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Produce("{G}", 2)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
S_DisplayManaPool(EffectController())
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
LinkedDC():Set_Int(1, 0)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|Dragons|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|Dragons|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|Dragones.|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|Drachen|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|Draghi|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[龍]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[용]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|Драконы|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|Dragões|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[龙王]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[龍王]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetCurrentCharacteristics():Bool_Get(CHARACTERISTIC_FLYING)
</TRIGGER>
<MAY />
<TARGET tag="CARD_QUERY_FRONTIER_SIEGE_CHOOSE_A_CREATURE_YOU_DONT_CONTROL" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_CONTROLLER, OP_NOT, EffectController())
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local TargetA = TriggerObject()
local TargetB = EffectDC():Get_Targets(0):Get_CardPtr(0)
if TargetA ~= nil and TargetB ~= nil then
local DamageFromA = TargetA:GetCurrentCharacteristics():Power_Get()
local DamageFromB = TargetB:GetCurrentCharacteristics():Power_Get()
TargetA:DealDamageTo(DamageFromA, TargetB)
TargetB:DealDamageTo(DamageFromB, TargetA)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY resource_id="3">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana("{G}")
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="4" forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Tejahn]]></AUTHOR>
<EDITORS><![CDATA[Tejahn, Xander9009]]></EDITORS>
<DATE><![CDATA[24-03-15, 15-10-15]]></DATE>
</CARD_V2>
It also gave me a chance to test something I've been wondering about for awhile, now. linked_ability_group="1". Is this a boolean or an integer value? Given the other attributes these tags have, I assumed it was probably boolean, but that's wasn't necessarily the case. In fact, it turns our they're
not boolean. Leaving the LinkedDC():Get_Int(0) alone (which interacts badly with the modal choice ability), I changed the attribute to linked_ability_group="2" and it worked as it was supposed to, with the two
not interfering with one another. It appears a card can have multiple, isolated LinkedDC()'s. Not the most useful information ever, but certainly interesting. It could have been a fluke, and so it would need tested a bit more rigorously before relying heavily on it, but it's worth knowing.
The question from EDIT1 is still unanswered as of now. I haven't figured it out yet, so any insight would be much appreciated.