.TDX Art File?

Probably pretty newb of me to ask, but I've never seen this file format before. What kind of file is this and how do I go about making them?
I have created a fully-working Nearheath Pilgrim, though it has no art on the card. Being a stickler for details, I can't have that, and besides I need a custom personality and deck box, etc. so yeah.
Heh, any and all responses welcome, and for reading, a gift lol...
Nearheath Pilgrim Code:
https://www.dropbox.com/s/72o4we93k13z7zt/NEARHEATH_PILGRIM_1030501.zip?v=0rw--
I have created a fully-working Nearheath Pilgrim, though it has no art on the card. Being a stickler for details, I can't have that, and besides I need a custom personality and deck box, etc. so yeah.
Heh, any and all responses welcome, and for reading, a gift lol...
Nearheath Pilgrim Code:
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="NEARHEATH_PILGRIM_1030501" />
<CARDNAME text="NEARHEATH_PILGRIM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Nearheath Pilgrim]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="1030501" />
<ARTID value="1030501" />
<ARTIST name="Erica Yang" />
<CASTING_COST cost="{1}{W}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<SUB_TYPE metaname="Cleric" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<POWER value="2" />
<TOUGHNESS value="1" />
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Soulbond |(You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)|]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_IN_PLAY">
return (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and Object():GetCurrentCharacteristics():Characteristic_Get( CHARACTERISTIC_PHASING ) == 0)
</TRIGGER>
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:May()
filter:NotTargetted()
if TriggerObject() ~= Object() then
filter:SetCardInstance( TriggerObject() )
else
filter:SetCardInstance( Object() )
filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
end
filter:AddCharacteristic( CHARACTERISTIC_PHASING )
filter:AddExtra( FILTER_EXTRA_FLIP_CHARACTERISTICS )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:SetController( EffectController() )
filter:SetHint( HINT_ALLIED_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil and
Object():GetCurrentCharacteristics():Characteristic_Get( CHARACTERISTIC_PHASING ) == 0 and
Object():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
Object():GetController() == EffectController()) then
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_PAIR", EffectDC():Make_Targets(0) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, target)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, EffectController())
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ABILITY_RESOLVED">
if Object():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND) == nil then
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetCardInstance( Object() )
filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
filter:SetController( EffectController() )
local others = filter:EvaluateObjects()
if others > 0 then
for i=0,others-1 do
local card = filter:GetNthEvaluatedObject(i)
if card ~= nil and card:GetDataChest() ~= nil then
local pair = card:GetDataChest():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
if pair ~= nil and pair == Object() then
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, card)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, EffectController())
return true
end
end
end
end
end
return false
</TRIGGER>
</TRIGGERED_ABILITY>
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
if pair ~= nil then
pair:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_PHASING, 1 )
Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_PHASING, 1 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
if pair ~= nil then
pair:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_LIFELINK, 1 )
Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_LIFELINK, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ABILITY_RESOLVED">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
local player = ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED)
if pair ~= nil and player ~= nil then
return (pair:GetController() ~= player or Object():GetController() ~= player or pair:GetCardType():Test( CARD_TYPE_CREATURE ) == 0 or Object():GetCardType():Test( CARD_TYPE_CREATURE ) == 0)
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="SPELL_RESOLVED">
local pair = ObjectDC():Get_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND)
local player = ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED)
if pair ~= nil and player ~= nil then
return (pair:GetController() ~= player or Object():GetController() ~= player or pair:GetCardType():Test( CARD_TYPE_CREATURE ) == 0 or Object():GetCardType():Test( CARD_TYPE_CREATURE ) == 0)
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="PLAYER_LOSES_GAME">
local player = ObjectDC():Get_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED)
if player ~= nil then
return TriggerPlayer() == player
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY">
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_CardPtr(COMPARTMENT_ID_OBJ_SOULBOND, nil)
ObjectDC():Set_PlayerPtr(COMPARTMENT_ID_PLR_PAIRED, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_2" body="MORE_INFO_BADGE_BODY_2" zone="ZONE_ANY" />
<HELP title="MORE_INFO_BADGE_TITLE_170" body="MORE_INFO_BADGE_BODY_170" zone="ZONE_ANY" />
<SFX text="COMBAT_BLADE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLADE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="450" zone="ZONE_IN_PLAY" />
</CARD_V2>
https://www.dropbox.com/s/72o4we93k13z7zt/NEARHEATH_PILGRIM_1030501.zip?v=0rw--