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2014
Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by Xander9009 » 08 Jul 2013, 17:11
The only thing I see wrong with Svogthos is the transition from the first effect to the second. The first ability ends and then the second ability's localized text appears without the ability ever being declared with <ACTIVATED_ABILITY>. I don't know if there's anything else wrong, but I'd try fixing that first and seeing if it solves the problem.Master Necro wrote:Could anyone take a look at svogthos is is not working really as it should:And also odd enough my Rummaging Goblin does not work:
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<?xml version="1.0"?>
<CARD_V2 ExportVersion="2">
<FILENAME text="SVOGTHOS_THE_RESTLESS_TOMB_17292959" />
<CARDNAME text="SVOGTHOS_THE_RESTLESS_TOMB" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17292959" />
<ARTID value="A292959" />
<ARTIST name="Martina Pilcerova" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="DPI" />
<RARITY metaname="U" />
<MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adiciona {1} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<COST mana_cost="{3}{B}{G}" type="Mana" />
<CONTINUOUS_ACTION layer="4">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
card_type:Add( CARD_TYPE_CREATURE)
sub_type:Clear()
sub_type:Add(CREATURE_TYPE_PLANT)
sub_type:Add(CREATURE_TYPE_ZOMBIE)
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():GrantAbility(3)
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7B">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Set( * )
characteristics:Toughness_Set( * )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="5">
if EffectSource() ~= nil then
local colour = EffectSource():GetColour()
colour:Set( COLOUR_BLACK )
colour:Add( COLOUR_GREEN )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AUTO_SKIP>
if EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) then
return true
end
return false
</AUTO_SKIP>
<AI_AVAILABILITY type="in_response" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return ( MTG():GetStep() < STEP_MAIN_1 ) and ( EffectController():IsAI() == false )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
LinkedDC():Set_Int( 0, 2 )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<CONTINUOUS_ACTION layer="6">
local colour = LinkedDC():Get_Int( 0 )
EffectSource():GetCurrentCharacteristics():GrantAbility(colour)
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{B}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="1">
<PRODUCES amount="{G}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<PRODUCES amount="{0}" />
</MANA_ABILITY>
<STATIC_ABILITY resource_id="3">
<CONTINUOUS_ACTION layer="7A">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
local total = filter:Count()
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_9" body="MORE_INFO_BADGE_BODY_9" zone="ZONE_ANY" />
<SFX text="COMBAT_SLIVERS_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_SLIVERS_ATTACK" power_boundary_min="1" power_boundary_max="20" />
<AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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<?xml version="1.0"?>
<CARD_V2 ExportVersion="9">
<FILENAME text="RUMMAGING_GOBLIN_17249705" />
<CARDNAME text="RUMMAGING_GOBLIN" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rummaging Goblin]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17249705" />
<ARTID value="A249705" />
<ARTIST name="Karl Kopinski" />
<CASTING_COST cost="{2}{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[To a goblin, value is based on the four S's: shiny, stabby, smelly, and super smelly.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goblin" />
<SUB_TYPE metaname="Rouge" />
<EXPANSION value="DPI" />
<RARITY metaname="C" />
<POWER value="1" />
<TOUGHNESS value="1" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T} , Discard a card: Draw a card.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="DiscardSelf" />
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
</ACTIVATED_ABILITY>
<SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
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<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
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<COST type="DiscardSelf" />
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>
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<COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController() )
</COST_DEFINITION>
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>
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<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():GrantAbility(3)
end
</CONTINUOUS_ACTION>
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<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:GrantAbility(3)
end
</CONTINUOUS_ACTION>
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Xander9009 - Programmer
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Re: Formal Request Thread
by sumomole » 08 Jul 2013, 17:57
1. you miss a <ACTIVATED_ABILITY>Master Necro wrote:Could anyone take a look at svogthos is is not working really as it should
2. You don't need GrantAbility to set power and toughness, just like this:
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<CONTINUOUS_ACTION layer="7B">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
local total = filter:Count()
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
, its second ability will certainly to tap itself, there're some ways to solve this problem, manual tap + mana token, or switch between two mana abilities, one produces
and another produces
. I like the first way, but now we don't have mana token, so my Treetop Village use the second way.-

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Re: Formal Request Thread
by Master Necro » 08 Jul 2013, 17:59
@ Xander9009:
The card actually has <ACTIVATED_ABILITY> it seams that I've made an error in copying.
I've tried putting:
The card actually has <ACTIVATED_ABILITY> it seams that I've made an error in copying.
I've tried putting:
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<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:GrantAbility(3)
end
</CONTINUOUS_ACTION>
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Master Necro - Posts: 259
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Re: Formal Request Thread
by thefiremind » 08 Jul 2013, 18:10
There's no functional difference from the 2 versions. In fact, I usually declare the local variable "characteristic" only if I need to use it twice or more.Xander9009 wrote:Edit - In Svogthos, in it's second ability's second continuous block, you've gotinstead of
- Code: Select all
<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():GrantAbility(3)
end
</CONTINUOUS_ACTION>
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<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:GrantAbility(3)
end
</CONTINUOUS_ACTION>
Again there's no functional difference: the "return" keyword exits from the code, so when you get to "return true", you don't continue to "return false", which is the same as having an "else" in between.Xander9009 wrote:Another minor thing is on line 81 of Svogthos, you have 'if' 'this' 'then' 'return true' 'end' 'return false'. That should probably be revised to 'if' 'this' 'then' 'return true' 'else' 'return false' 'end'.
Svogthos would be cleaner (and maybe working?) if you move the continuous action on layer 7A inside the ability and remove the continuous action on layer 7B. I'm quite sure that setting power or toughness to * isn't a good idea since the functions expect numbers as parameters and * isn't a number (creatures born as */* are a different thing and they probably receive a different treatment).
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Re: Formal Request Thread
by RiiakShiNal » 08 Jul 2013, 18:11
We will have mana tokens soon, as I've basically got it all working, I'm just writing some more cards and trying to come up with a fall back in case activated abilities get shut down (Linvala, Keeper of Silence, etc...).sumomole wrote:3. If you use MANA_ABILITY to produce, its second ability will certainly to tap itself, there're some ways to solve this problem, manual tap + mana token, or switch between two mana abilities, one produces
and another produces
. I like the first way, but now we don't have mana token, so my Treetop Village use the second way.
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Re: Formal Request Thread
by sumomole » 08 Jul 2013, 18:20
Really looking forward to, I need mana token to make Second Breakfast, your mana token is certainly not in conflict with the Parallel Lives right.RiiakShiNal wrote:We will have mana tokens soon, as I've basically got it all working, I'm just writing some more cards and trying to come up with a fall back in case activated abilities get shut down (Linvala, Keeper of Silence, etc...).
Please forgive my careless, I used MTG (): CreateDelayedTrigger (2, nil) and resource_id = "1", they should use the same numberdrleg3nd wrote:-ok tested vizkopa 2nd ability and it does not work
It's just the three options of Orzhov Charm, you need to add the text in TEXT_PERMANENT file, you can refer to Cryptic Command and CARD_UI_TEXT0000.XML.drleg3nd wrote:when I play orzhov charm abilities come out as unsummon,terror,and zombify
Change currentPlayer to nthPlayer.drleg3nd wrote:-when I play with tithe drinker I get this log when I close game:
You also need to use "if controller ~= nil and controller:CanPayManaCost("{W/B}") then" instead of "if controller ~= nil then".
You miss filter_id="0" in FILTER block and CONTINUOUS_ACTION block.drleg3nd wrote:also brave the elements problem is similar, it gives option but nothing happens.
Last edited by sumomole on 08 Jul 2013, 19:02, edited 4 times in total.
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Re: Formal Request Thread
by Xander9009 » 08 Jul 2013, 18:28
Yeah, like I said, I didn't think not using an intermediate variable would be a problem, I was simply looking at another card and noting the differences. As for the 'return true' bit, that was because I had a bit a stupid moment and thought "return true" simply... well, nvm. It was dumb on my part lol.thefiremind wrote:There's no functional difference from the 2 versions. In fact, I usually declare the local variable "characteristic" only if I need to use it twice or more.Xander9009 wrote:Edit - In Svogthos, in it's second ability's second continuous block, you've gotinstead of
- Code: Select all
<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():GrantAbility(3)
end
</CONTINUOUS_ACTION>
- Code: Select all
<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:GrantAbility(3)
end
</CONTINUOUS_ACTION>Again there's no functional difference: the "return" keyword exits from the code, so when you get to "return true", you don't continue to "return false", which is the same as having an "else" in between.Xander9009 wrote:Another minor thing is on line 81 of Svogthos, you have 'if' 'this' 'then' 'return true' 'end' 'return false'. That should probably be revised to 'if' 'this' 'then' 'return true' 'else' 'return false' 'end'.
Svogthos would be cleaner (and maybe working?) if you move the continuous action on layer 7A inside the ability and remove the continuous action on layer 7B. I'm quite sure that setting power or toughness to * isn't a good idea since the functions expect numbers as parameters and * isn't a number (creatures born as */* are a different thing and they probably receive a different treatment).
I've tried messing with it a bit, but so far I haven't had any luck. One thing I did notice, however, is that when I activated an ability which cost
{B} with 2 Svogthos out, it forced me to use the Svogthos for all 3 mana (even though I only had 2 out) and neither of them tapped. I was able to activate the ability as many times as I wanted. Looking at the mana sections, the bottom has a section which seems to produce 3 separate mana with no cost for producing them. I don't know what their purpose is, so I won't say that is necessarily the problem, but it would certainly appear to be.I'll see if moving the blocks around produces any usable results.
Edit - Yes, after replacing the 7B block with the 7A block and removing the grant ability, it is working correctly. I also removed the extra mana production because I think they might have been accidentally copied (since Svogthos doesn't produce any colored mana and they were producing one colorless and 2 different colored mana).
- | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="2">
<FILENAME text="SVOGTHOS_THE_RESTLESS_TOMB_17292959" />
<CARDNAME text="SVOGTHOS_THE_RESTLESS_TOMB" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Svogthos, the Restless Tomb]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="17292959" />
<ARTID value="909001" />
<ARTIST name="Martina Pilcerova" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="DPI" />
<RARITY metaname="U" />
<MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adiciona {1} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3} {B} {G} : Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.]]></LOCALISED_TEXT>
<COST mana_cost="{3}{B}{G}" type="Mana" />
<CONTINUOUS_ACTION layer="4">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local card_type = characteristics:CardType_GetWritable()
local sub_type = characteristics:SubType_GetWritable()
card_type:Add( CARD_TYPE_CREATURE)
sub_type:Clear()
sub_type:Add(CREATURE_TYPE_PLANT)
sub_type:Add(CREATURE_TYPE_ZOMBIE)
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7A">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
local total = filter:Count()
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="5">
if EffectSource() ~= nil then
local colour = EffectSource():GetColour()
colour:Set( COLOUR_BLACK )
colour:Add( COLOUR_GREEN )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AUTO_SKIP>
if EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) then
return true
end
return false
</AUTO_SKIP>
<AI_AVAILABILITY type="in_response" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return ( MTG():GetStep() < STEP_MAIN_1 ) and ( EffectController():IsAI() == false )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
LinkedDC():Set_Int( 0, 2 )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<CONTINUOUS_ACTION layer="6">
local colour = LinkedDC():Get_Int( 0 )
EffectSource():GetCurrentCharacteristics():GrantAbility(colour)
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_9" body="MORE_INFO_BADGE_BODY_9" zone="ZONE_ANY" />
<SFX text="COMBAT_SLIVERS_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_SLIVERS_ATTACK" power_boundary_min="1" power_boundary_max="20" />
<AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Last edited by Xander9009 on 08 Jul 2013, 18:38, edited 1 time in total.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
- Has thanked: 121 times
- Been thanked: 445 times
Re: Formal Request Thread
by Xander9009 » 08 Jul 2013, 18:30
You could try making another thread for just the working results. Delete any posts that aren't usable, working code and simply direct everyone to this thread. Just a thought.Master Necro wrote:Because of the Maximum number of allowed characters limit the next 5 posts will be reserved for card library.
_______________________________
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
Re: Formal Request Thread
by Xander9009 » 08 Jul 2013, 18:41
Now like I did for the post immediately preceding the quoted one, I'll post the code as I make it and just edit this post. At the very least, Simic Charm can post immediately because I already made it for myself and have tested that it's working.Vervandi wrote:Hello there!
I am interested in the following cards:
Shorecrasher Mimic
Cold-Eyed Selkie
Overbeing of Myth
Lorescale Coatl
Snakeform
Simic Charm
Favor of the Overbeing
Pendelhaven
Reliquary Tower
Shorecrasher Mimic - Tested
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- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SHORECRASHER_MIMIC_909151147" />
<CARDNAME text="SHORECRASHER_MIMIC" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shorecrasher Mimic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mimique du rivage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mímico azotacostas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Strandhüpfer-Nachäffer]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mimic Costiero]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[岸砕きのミミック]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Shorecrasher Mimic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Подражатель Прибоя]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mímico do Ataque Costeiro]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909151147" />
<ARTID value="909151147" />
<ARTIST name="Franz Vohwinkel" />
<CASTING_COST cost="{1}{G/U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Aurora replaced the changelings’ innocence with malice and their curiosity with hunger.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L’Aurore a remplacé l’innocence des changelins par la malice et leur curiosité par la voracité.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Aurora celeste reemplazó la inocencia de los cambiaformas con malicia y su curiosidad con ansia.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Aurora ersetzte die Unschuld der Wandelwichte durch Bösartigkeit und ihre Neugier durch Hunger.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Luminaria sostituì l’innocenza dei cangianti con la malizia e la loro curiosità con la fame.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[オーロラは、変わり身の無垢さを敵意へと、好奇心を飢えへと変えてしまった。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The Aurora replaced the changelings’ innocence with malice and their curiosity with hunger.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аврора подменила простодушие перевертышей злым умыслом, а их любознательность голодом.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A Aurora substituiu a inocência dos morfolóides pela maldade e a sua curiosidade pela fome.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Shapeshifter" />
<EXPANSION value="EVE" />
<RARITY metaname="C" />
<POWER value="2" />
<TOUGHNESS value="1" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you cast a spell that’s both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous jouez un sort qui est à la fois vert et bleu, le Mimique du rivage devient 5/3 et acquiert le piétinement jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que juegues un hechizo que sea tanto verde como azul, el Mímico azotacostas se convierte en 5/3 y gana la habilidad de arrollar hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du einen Zauberspruch spielst, der sowohl grün als auch blau ist, wird der Strandhüpfer-Nachäffer 5/3 und verursacht Trampelschaden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lanci una magia verde e blu, il Mimic Costiero diventa 5/3 e ha travolgere fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたが緑であり青である呪文をプレイするたび、岸砕きのミミックはターン終了時まで5/3になるとともにトランプルを得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you cast a spell that’s both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда вы разыгрываете заклинание, которое одновременно является и зеленым и синим, Подражатель Прибоя становится 5/3 и получает Пробивной удар до конца хода.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que você joga uma mágica que é verde e azul, Mímico do Ataque Costeiro torna-se 5/3 e ganha atropelar até o final do turno.]]></LOCALISED_TEXT>
<TRIGGER value="SPELL_PLAYED" simple_qualifier="controller">
if ( TriggerObject():GetColour():Test( COLOUR_BLUE ) ) then
if ( TriggerObject():GetColour():Test( COLOUR_GREEN ) ) then
return true
end
end
</TRIGGER>
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_TRAMPLE, 1 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7B">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Set( 5 )
characteristics:Toughness_Set( 3 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</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" />
</CARD_V2>
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="COLDEYED_SELKIE_909370505" />
<CARDNAME text="COLDEYED_SELKIE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cold-Eyed Selkie]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909370505" />
<ARTID value="909370505" />
<ARTIST name="Jaime Jones" />
<CASTING_COST cost="{1}{G/U}{G/U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[She follows the old tributaries built when merrows still shaped the tides.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Merfolk" />
<SUB_TYPE metaname="Rogue" />
<EXPANSION value="MMA" />
<RARITY metaname="R" />
<POWER value="1" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Islandwalk]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Traversée des îles]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cruza islas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Inseltarnung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Passa-Isole]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[島渡り]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Islandwalk]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Знание Островов]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Travessia de ilha]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_ISLANDWALK" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la Selkie dagli Occhi di Ghiaccio infligge danno da combattimento a un giocatore, puoi pescare altrettante carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
<RESOLUTION_TIME_ACTION>
local damage = Damage():GetAmount()
if damage ~= nil then
EffectController():DrawCards(damage)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_17" body="MORE_INFO_BADGE_BODY_17" zone="ZONE_ANY" />
<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" />
</CARD_V2>
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="OVERBEING_OF_MYTH_909151151" />
<CARDNAME text="OVERBEING_OF_MYTH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Overbeing of Myth]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Parèdre du mythe]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Entidad suprema del mito]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Überwesen der Sagen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Eminenza del Mito]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[神話の超者]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Overbeing of Myth]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сверхбытие Мифа]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ser Superior do Mito]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909151151" />
<ARTID value="909151151" />
<ARTIST name="Chippy" />
<CASTING_COST cost="{G/U}{G/U}{G/U}{G/U}{G/U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“She walks among us unseen, learning from our imperfections.”
—The Seer’s Parables]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Invisible, elle marche parmi nous, apprenant de chacune de nos imperfections. »
—Les paraboles de l’Oracle ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Ella camina entre nosotros sin ser vista, aprendiendo de nuestras imperfecciones.”
—Las parábolas de la vidente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Es wandert unerkannt unter uns und lernt aus unserer Unvollkommenheit.”
—Die Parabeln der Seherin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Cammina in mezzo a noi inosservata, imparando dalle nostre imperfezioni.”
—Le Parabole della Veggente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「彼女は我々の合間を見られることなく歩み、我々の不完全さから学んでいった。」
――「予見者の寓話」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“She walks among us unseen, learning from our imperfections.”
—The Seer’s Parables]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Оно бродит среди нас невидимое, узнавая многое из наших недостатков».
— Притчи провидицы]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Ela caminha entre nós despercebida, aprendendo com nossas imperfeições.”
—Parábolas da Vidente]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Spirit" />
<SUB_TYPE metaname="Avatar" />
<EXPANSION value="EVE" />
<RARITY metaname="R" />
<POWER value="*" />
<TOUGHNESS value="*" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Overbeing of Myth’s power and toughness are each equal to the number of cards in your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La force et l’endurance de la Parèdre du mythe sont chacune égale au nombre de cartes dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tanto la fuerza como la resistencia de la Entidad suprema del mito son iguales al número de cartas que haya en tu mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stärke und Widerstandskraft des Überwesens der Sagen sind gleich der Anzahl der Karten auf deiner Hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La forza e la costituzione dell’Eminenza del Mito sono pari al numero di carte nella tua mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[神話の超者のパワーとタフネスは、それぞれあなたの手札のカードの枚数に等しい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Overbeing of Myth’s power and toughness are each equal to the number of cards in your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сила и выносливость Сверхбытия Мифа равны количеству карт в вашей руке.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O poder e a resistência de Ser Superior do Mito são ambos iguais ao número de cards em sua mão.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7A">
if EffectSource() ~= nil then
local total = EffectController():Hand_Count()
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your draw step, draw an additional card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre étape de pioche, piochez une carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu paso de robar, roba una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ziehe zu Beginn deines Ziehsegments eine Karte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio della tua acquisizione, pesca una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのドロー・ステップの開始時に、あなたはカードを1枚引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your draw step, draw an additional card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага взятия карты возьмите карту.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua etapa de compra, compre um card.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return (MTG():GetStep() == STEP_DRAW)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if TriggerPlayer() ~= nil then
TriggerPlayer():DrawCards(1)
end
</RESOLUTION_TIME_ACTION>
</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" />
</CARD_V2>
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="LORESCALE_COATL_909179633" />
<CARDNAME text="LORESCALE_COATL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lorescale Coatl]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Coatl aux écailles de sapience]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Coatl escamas de sabiduría]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sagenschuppen-Coatl]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Coatl dalle Scaglie Sapienti]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[知識鱗のコアトル]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lorescale Coatl]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Чешуемудрый Змей]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Coatl das Escamas Sábias]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909179633" />
<ARTID value="909179633" />
<ARTIST name="Greg Staples" />
<CASTING_COST cost="{1}{G}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The enlightenment I never found in etherium I have found traced in the coatl’s scales.”
—Ranalus, vedalken heretic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« L’illumination que je n’ai jamais pu saisir dans l’étherium, je l’ai trouvé tracée dans les écailles du coatl. »
—Ranalus, hérétique vedalken]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“La iluminación que nunca encontré en el eterium la encontré escrita en las escamas del coatl.”
—Ranalus, hereje vedalken]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Die Erleuchtung, die ich im Ätherium nie fand, zeigte sich mir in den Schuppen des Coatls.”
—Ranalus, Vedalken-Ketzer]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“L’illuminazione che non ho mai trovato nell’eterium l’ho rintracciata nelle scaglie dei coatl.”
—Ranalus, eretico vedalken]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「エーテリウムの中に見つけられなかった啓示を、コアトルの鱗を追うことで見つけることができたのだ。」
――ヴィダルケンの異端者、ラナラス]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The enlightenment I never found in etherium I have found traced in the coatl’s scales.”
—Ranalus, vedalken heretic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Я обнаружил, что знание, которое я так и не нашел в эфирии, оставило свой след в чешуе змеи».
—Реналус, ведалкен-отступник]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“A iluminação que nunca encontrei no etherium consegui encontrar traçada nas escamas do coatl.”
— Ranalus, herege vedalkeano]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Snake" />
<EXPANSION value="ARB" />
<RARITY metaname="U" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you draw a card, you may put a +1/+1 counter on Lorescale Coatl.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous piochez une carte, vous pouvez mettre un marqueur +1/+1 sur le Coatl aux écailles de sapience.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que robes una carta, puedes poner un contador +1/+1 sobre el Coatl escamas de sabiduría.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du eine Karte ziehst, kannst du eine +1/+1 Marke auf den Sagenschuppen-Coatl legen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta peschi una carta, puoi mettere un segnalino +1/+1 sul Coatl dalle Scaglie Sapienti.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがカードを1枚引くたび、あなたは知識鱗のコアトルの上に+1/+1カウンターを1個置いてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you draw a card, you may put a +1/+1 counter on Lorescale Coatl.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда вы берете карту, вы можете положить один жетон +1/+1 на Чешуемудрого Змея.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que comprar um card, você poderá colocar um marcador +1/+1 em Coatl das Escamas Sábias.]]></LOCALISED_TEXT>
<TRIGGER value="DREW_CARD" simple_qualifier="controller" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
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" />
</CARD_V2>
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SNAKEFORM_909157401" />
<CARDNAME text="SNAKEFORM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Snakeform]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Forme du serpent]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Forma de víbora]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schlangengestalt]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Forma Serpentina]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[蛇変化]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Snakeform]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Змеиный Облик]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ofidioforme]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909157401" />
<ARTID value="909157401" />
<ARTIST name="Jim Nelson" />
<CASTING_COST cost="{2}{G/U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Losing his possessions distressed him, but the lack of limbs was strangely liberating.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Il était contrarié de perdre ainsi ses possessions, mais le manque de membres était étrangement libérateur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Perder todas sus posesiones no le gustó, pero la falta de miembros fue extrañamente liberadora.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Es machte ihm Sorgen, dass er all seine Besitztümer verlor, doch dafür war es seltsamerweise befreiend, keine Arme und Beine mehr zu haben.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Perdere i suoi averi lo turbò, ma la mancanza di arti fu stranamente liberatoria.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[持ち物を失ったのはつらかったが、四肢が無いことは奇妙にも開放された気分だった。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Losing his possessions distressed him, but the lack of limbs was strangely liberating.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Потеря нажитого добра расстроила его, но отсутствие конечностей вызвало удивительное чувство раскрепощения.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Perder suas posses foi devastador, mas perder seus membros foi estranhamente liberador.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="EVE" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature ciblée perd toutes ses capacités et devient un serpent 1/1 vert jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura objetivo pierde todas sus habilidades y se convierte en una Víbora verde 1/1 hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eine Kreatur deiner Wahl verliert alle Fähigkeiten und wird bis zum Ende des Zuges zu einer 1/1 grünen Ophis.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Una creatura bersaglio perde tutte le abilità e diventa un Serpente 1/1 verde fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とする。それはターン終了時まで、すべての能力を失うとともに緑の1/1の蛇になる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Целевое существо теряет все способности и становится 1/1 зеленой Змеей до конца хода.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura alvo perde todas as habilidades e torna-se uma criatura verde 1/1 do tipo Cobra até o final do turno.]]></LOCALISED_TEXT>
<SFX text="TARGET_PLASMA_PLAY" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_LOSE_ABILTIES_BECOME_1_1_BLUE_FROG" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<CONTINUOUS_ACTION layer="6">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:LoseAllAbilities()
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="4">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
local subtype = characteristics:SubType_GetWritable()
subtype:ClearAllOfType( CARD_TYPE_CREATURE )
subtype:Add( CREATURE_TYPE_SNAKE )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="5">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Colour_Set( COLOUR_GREEN )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="7B">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Power_Set( 1 )
characteristics:Toughness_Set( 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</SPELL_ABILITY>
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piochez une carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Roba una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ziehe eine Karte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pesca una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[カードを1枚引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Возьмите карту.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Compre um card.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
</CARD_V2>
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SIMIC_CHARM_909366463" />
<CARDNAME text="SIMIC_CHARM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Simic Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Charme de Simic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Amuleto simic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Simic-Amulett]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Talismano Simic]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[シミックの魔除け]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[시믹 부적]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Талисман Симиков]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Amuleto Simic]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909366463" />
<ARTID value="909366463" />
<ARTIST name="Zoltan Boros" />
<CASTING_COST cost="{G}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“We measure our progress in heartbeats.”
—Prime Speaker Zegana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Nos progrès se mesurent en battements de cœur. »
—Première oratrice Zegana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Medimos nuestros avances en latidos del corazón.”
—Portavoz principal Zegana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Wir messen unseren Fortschritt in Herzschlägen.”
—Oberste Sprecherin Zegana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Misuriamo i nostri progressi in battiti del cuore.”
—Portavoce Zegana]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「我々は進捗状況を心臓の鼓動で測るのだ。」
――首席議長ゼガーナ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“우리의 성과는 심장박동의 수로 측정할 수 있다.”
—최고 의장 제가나]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«У нас прогресс измеряется стуком живого сердца».
— Главный оратор Зегана]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Medimos nosso progresso em pulsações.”
— Oradora Principal Zegana]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="GTC" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one — Target creature gets +3/+3 until end of turn; or permanents you control gain hexproof until end of turn; or return target creature to its owner’s hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choisissez l’un — La créature ciblée gagne +3/+3 jusqu’à la fin du tour ; ou les permanents que vous contrôlez acquièrent la défense talismanique jusqu’à la fin du tour ; ou renvoyez la créature ciblée dans la main de son propriétaire.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Elige uno: La criatura objetivo obtiene +3/+3 hasta el final del turno; o los permanentes que controlas ganan la habilidad de antimaleficio hasta el final del turno; o regresa la criatura objetivo a la mano de su propietario.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bestimme eines — Eine Kreatur deiner Wahl erhält +3/+3 bis zum Ende des Zuges; oder bleibende Karten, die du kontrollierst, werden fluchsicher bis zum Ende des Zuges; oder bringe eine Kreatur deiner Wahl auf die Hand ihres Besitzers zurück.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli uno — Una creatura bersaglio prende +3/+3 fino alla fine del turno; oppure i permanenti che controlli hanno anti-malocchio fino alla fine del turno; oppure fai tornare una creatura bersaglio in mano al suo proprietario.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[以下の3つから1つを選ぶ。「クリーチャー1体を対象とする。それはターン終了時まで+3/+3の修整を受ける。」「あなたがコントロールするパーマネントはターン終了時まで呪禁を得る。」「クリーチャー1体を対象とし、それをオーナーの手札に戻す。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[하나를 선택한다 — 생물 한 개를 목표로 정한다. 그 생물은 턴종료까지 +3/+3을 받는다; 또는 당신이 조종하는 지속물들은 턴종료까지 방호 능력을 얻는다; 또는 생물 한 개를 목표로 정한다. 그 생물을 소유자의 손으로 되돌린다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выберите одно — целевое существо получает +3/+3 до конца хода; или перманенты под вашим контролем получают Порчеустойчивость до конца хода; или верните целевое существо в руку его владельца.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escolha um — A criatura alvo recebe +3/+3 até o final do turno; ou as permanentes que você controla ganham resistência à magia até o final do turno; ou devolva a criatura alvo para a mão de seu dono.]]></LOCALISED_TEXT>
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="MODE_SIMIC_3_3" index="1" />
<MODE tag="MODE_SIMIC_HEXPROOF" index="2" />
<MODE tag="MODE_SIMIC_RETURN" index="3" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_3_3" definition="0" compartment="0" mode="1" count="1" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_PUT_INTO_HAND" definition="1" compartment="1" mode="3" count="1" />
<TARGET_DEFINITION id="0" mode="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<CONTINUOUS_ACTION layer="7C" mode="1">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Power_Add( 3 )
characteristics:Toughness_Add( 3 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<FILTER mode="2">
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add( FE_IS_PERMANENT, true )
</FILTER>
<CONTINUOUS_ACTION layer="6" mode="2" filter_id="0">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_HEXPROOF, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<TARGET_DEFINITION id="1" mode="3">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="3">
local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
target:PutInHand()
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
<AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ENEMIES_ONLY" />
</SPELL_ABILITY>
</CARD_V2>
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="FAVOR_OF_THE_OVERBEING_909151118" />
<CARDNAME text="FAVOR_OF_THE_OVERBEING" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Favor of the Overbeing]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Faveur de la parèdre]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Favor de la Entidad suprema]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gefälligkeit der Überwesens]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Favore dell’Eminenza]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[超者の意向]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Favor of the Overbeing]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Покровительство Сверхбытия]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Proteção do Ser Superior]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909151118" />
<ARTID value="909151118" />
<ARTIST name="Chippy" />
<CASTING_COST cost="{1}{G/U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enlightenment is the mundane seen from the vantage point of the divine.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L’illumination n’est autre que la vie de tous les jours contemplée du point de vue du divin.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La iluminación es lo mundano visto desde el punto de vista de lo divino.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Erleuchtung ist das Alltägliche aus dem Blickwinkel des Göttlichen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L’illuminazione è il banale visto dalla posizione elevata del divino.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[悟りとは、偉大なるものの立場から見た平凡なものに過ぎない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enlightenment is the mundane seen from the vantage point of the divine.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Просвещение это видение обыденного с высоты божественного.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O esclarecimento é o mundano visto do ponto de vista privilegiado do divino.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="EVE" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturenverzauberung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as enchanted creature is green, it gets +1/+1 and has vigilance.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la créature enchantée est verte, elle gagne +1/+1 et elle a la vigilance.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la criatura encantada sea verde, obtiene +1/+1 y tiene la habilidad de vigilancia.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die verzauberte Kreatur grün ist, erhält sie +1/+1 und Wachsamkeit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che la creatura incantata è verde, prende +1/+1 e ha cautela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーが緑であるかぎり、それは+1/+1の修整を受けるとともに警戒を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as enchanted creature is green, it gets +1/+1 and has vigilance.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока зачарованное существо зеленое, оно получает +1/+1 и имеет Бдительность.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto a criatura encantada for verde, ela receberá +1/+1 e terá vigilância.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
local creature = EffectSource():GetParent()
if creature ~= nil then
local characteristics = creature:GetCurrentCharacteristics()
if (creature:GetColour():Test( COLOUR_GREEN ) == true) then
characteristics:Power_Add( 1 )
characteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local creature = EffectSource():GetParent()
if creature ~= nil then
local characteristics = creature:GetCurrentCharacteristics()
if creature:GetColour():Test( COLOUR_GREEN ) then
characteristics:Bool_Set( CHARACTERISTIC_VIGILANCE, 1 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as enchanted creature is blue, it gets +1/+1 and has flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la créature enchantée est bleue, elle gagne +1/+1 et elle a le vol.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la criatura encantada sea azul, obtiene +1/+1 y tiene la habilidad de volar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange die verzauberte Kreatur blau ist, erhält sie +1/+1 und hat Flugfähigkeit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che la creatura incantata è blu, prende +1/+1 e ha volare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャントされているクリーチャーが青であるかぎり、それは+1/+1の修整を受けるとともに飛行を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as enchanted creature is blue, it gets +1/+1 and has flying.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока зачарованное существо синее, оно получает +1/+1 и имеет Полет.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto a criatura encantada for azul, ela receberá +1/+1 e terá voar.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
local creature = EffectSource():GetParent()
if creature ~= nil then
local characteristics = creature:GetCurrentCharacteristics()
if (creature:GetColour():Test( COLOUR_BLUE ) == true) then
characteristics:Power_Add( 1 )
characteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
local creature = EffectSource():GetParent()
if creature ~= nil then
local characteristics = creature:GetCurrentCharacteristics()
if creature:GetColour():Test( COLOUR_BLUE ) then
characteristics:Bool_Set( CHARACTERISTIC_FLYING, 1 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
</CARD_V2>
Last edited by Xander9009 on 22 Jul 2013, 20:45, edited 7 times in total.
_______________________________
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Xander9009 - Programmer
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Re: Formal Request Thread
by RiiakShiNal » 08 Jul 2013, 18:59
I don't know, I haven't tested that yet probably because I don't have Parallel Lives at the moment (if it is already present in a mod then can you quickly tell me which one, I've been building and testing without other mods at this point so if I find a problem I know it's my problem, otherwise I'll end up building my own). Though if it does conflict I should be able to fix it in a single place rather than having to modify a bunch of cards.sumomole wrote:Really looking forward to, I need mana token to make Second Breakfast, your mana token is certainly not in conflict with the Parallel Lives right.![]()
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Re: Formal Request Thread
by sumomole » 08 Jul 2013, 19:07
The code of Parallel Lives is almost the same with 2013, you can add this ability in any land card that produce mana token to test.RiiakShiNal wrote:I don't know, I haven't tested that yet probably because I don't have Parallel Lives at the moment (if it is already present in a mod then can you quickly tell me which one, I've been building and testing without other mods at this point so if I find a problem I know it's my problem, otherwise I'll end up building my own). Though if it does conflict I should be able to fix it in a single place rather than having to modify a bunch of cards.sumomole wrote:Really looking forward to, I need mana token to make Second Breakfast, your mana token is certainly not in conflict with the Parallel Lives right.![]()
- Parallel Lives | Open
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_PUT_TOKENS_INTO_PLAY" simple_qualifier="controller" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
SetAmount( GetAmount() * 2 )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
-

sumomole - Programmer
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Re: Formal Request Thread
by Xander9009 » 08 Jul 2013, 19:18
Ran out of character limit in my other post, so the final two are going here.
Pendelhaven - Tested
Pendelhaven - Tested
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="PENDELHAVEN_909109755" />
<CARDNAME text="PENDELHAVEN" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pendelhaven]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pendelhavre]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pendelhaven]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pendelhaven]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pendelhaven]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ペンデルヘイヴン]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Pendelhaven]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пенделхейвен]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pendelhaven]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909109755" />
<ARTID value="909109755" />
<ARTIST name="Bryon Wackwitz" />
<CASTING_COST cost="" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“This is the forest primeval. The murmuring pines and the hemlocks . . . Stand like Druids of eld.”
—Henry Wadsworth Longfellow,
“Evangeline”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Qui dira le sentiment qu’on éprouve en entrant dans ces forêts aussi vieilles que le monde, et qui seules donnent une idée de la création, telle qu’elle sortit des mains de Dieu ? »
—François René de Chateaubriand,
« Voyage en Amérique »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Este es el bosque primigenio. Los pinos murmurantes y las cicutas. . . Vigilan como los druidas de antaño.”
—Henry Wadsworth Longfellow,
“Evangeline”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Wir haben diesen Boden uns erschaffen Durch unsrer Hände Fleiß, den alten Wald, Der sonst der Bären wilde Wohnung war,Zu einem Sitz für Menschen umgewandelt.”
—Friedrich Schiller, Wilhelm Tell
]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Questa è la foresta primordiale. I pini e gli abeti fruscianti. . . Si ergono come Druidi dell’antichità.”
—Henry Wadsworth Spilungone,
“Evangelina”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[こは原初なる森 呟くは松に栂 … … 旧きドルイドの如く立てる。
――ヘンリー・ワズワース・ロングフェロー、
「エヴァンジェリン」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“This is the forest primeval. The murmuring pines and the hemlocks . . . Stand like Druids of eld.”
—Henry Wadsworth Longfellow,
“Evangeline”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Это первозданный лес. Шепчущиеся сосны и болиголовы... Стойте как Друиды или эльфы», Генри Вадсворт Лонгфеллоу «Евангельский»]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Esta é a floresta primordial. Os pinheiros e as cicutas murmurantes. . . São como os Druidas da antigüidade.”
—Henry Wadsworth Longfellow,
“Evangeline”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Land" />
<EXPANSION value="TSB" />
<RARITY metaname="U" />
<MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Ogni creatura 1/1 che controlli prende +1/+2 fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PRODUCES amount="{G}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Target 1/1 creature gets +1/+2 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : La créature 1/1 ciblée gagne +1/+2 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: La criatura objetivo 1/1 obtiene +1/+2 hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Eine 1/1 Kreatur deiner Wahl erhält +1/+2 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Una creatura 1/1 bersaglio prende +1/+2 fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:1/1のクリーチャー1体を対象とする。それはターン終了時まで+1/+2の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Target 1/1 creature gets +1/+2 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Целевое 1/1 существо получает +1/+2 до конца хода.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: A criatura alvo 1/1 recebe +1/+2 até o final do turno.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE" 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_POWER, OP_EQUALS, 1 )
filter:Add( FE_TOUGHNESS, OP_EQUALS, 1 )
</TARGET_DEFINITION>
<CONTINUOUS_ACTION layer="7C">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Power_Add( 1 )
characteristics:Toughness_Add( 2 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</ACTIVATED_ABILITY>
</CARD_V2>
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="RELIQUARY_TOWER_909288876" />
<CARDNAME text="RELIQUARY_TOWER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Reliquary Tower]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tour du Reliquaire]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Torre del relicario]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Turm des Reliquienschreins]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Torre del Reliquiario]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[聖遺の塔]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[성물함의 탑]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Башня-Реликварий]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Torre do Relicário]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909288876" />
<ARTID value="909288876" />
<ARTIST name="Jesper Ejsing" />
<CASTING_COST cost="" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Once guarded by the Knights of the Reliquary, the tower stands now protected only by its own remoteness, its dusty treasures open to plunder by anyone.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Autrefois gardée par les Chevaliers du Reliquaire, la tour n’est plus protégée que par son isolement et ses trésors poussiéreux sont à la merci du premier pillard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Custodiada en otros tiempos por los Caballeros del Relicario, la torre se alza ahora protegida sólo por su propia lejanía y con sus polvorientos tesoros expuestos a cualquier saqueador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der einst von den Rittern des Reliquienschreins bewachte Turm wird nun nur durch seine entfernte Lage geschützt. Seine staubigen Schätze stehen jedem Plünderer offen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un tempo difesa dai Cavalieri del Reliquiario, la torre è adesso protetta unicamente dalla propria inaccessibilità; chiunque potrà saccheggiarne i polverosi tesori.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[昔、聖遺の騎士によって守られていたその塔は、外界から隔絶しているおかげで今でも立ち続けている。誰でも埃をかぶった宝物の数々を我が物にできるのだ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[성물함의 기사로부터 보호를 받았던 탑은 이제 외진 곳에있다는 것을 빼고는 방어 수단이 전무하다. 따라서, 그 속에 있는 먼지쌓인 보물은 누구나 가져갈 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда-то эту башню охраняли рыцари Реликвария, а теперь она защищена лишь тем, что находится вдали от цивилизации. Ее пыльные сокровища доступны любому.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Outrora guardada pelos Cavaleiros do Relicário, hoje a torre é protegida somente por sua posição afastada, com seus tesouros empoeirados vulneráveis aos ataques de saqueadores.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Land" />
<EXPANSION value="M13" />
<RARITY metaname="U" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You have no maximum hand size.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Il n’y a pas de limite au nombre de cartes dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tu mano no tiene tamaño máximo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Es gibt keine Obergrenze für die Anzahl der Karten, die du auf der Hand halten darfst.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Non hai un limite massimo di carte nella tua mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたの手札の上限はなくなる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신은 손 크기의 제한이 없다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Размер вашей руки неограничен.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Não há limite para o número máximo de cards em sua mão.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
EffectController():GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_NO_HAND_LIMIT, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {1}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
</CARD_V2>
Last edited by Xander9009 on 08 Jul 2013, 23:08, edited 4 times in total.
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by thefiremind » 08 Jul 2013, 19:25
You can't use Power_Get and Toughness_Get as parameter for the filters. What you need is
EDIT: Changed OP_IS to OP_EQUALS (not sure if they are equivalent, probably not).
- Code: Select all
filter:Add( FE_POWER, OP_EQUALS, 1 )
filter:Add( FE_TOUGHNESS, OP_EQUALS, 1 )
EDIT: Changed OP_IS to OP_EQUALS (not sure if they are equivalent, probably not).
Last edited by thefiremind on 08 Jul 2013, 19:34, edited 1 time in total.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
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Re: Formal Request Thread
by Xander9009 » 08 Jul 2013, 19:27
The flying was something I copied by accident. But yeah, thanks. I didn't know if that would work. I couldn't find an example of checking power or toughness in a target or filter block.thefiremind wrote:You can't use Power_Get and Toughness_Get as parameter for the filters. What you need isand remove the filter for flying creatures, there's no such limitation on Pendelhaven.
- Code: Select all
filter:Add( FE_POWER, OP_IS, 1 )
filter:Add( FE_TOUGHNESS, OP_IS, 1 )
Edit - Alright, I updated the hand size with the characteristic (which is much easier, thank you) and Pendelhaven now uses OP_EQUALS. Now to test them
Last edited by Xander9009 on 08 Jul 2013, 19:39, edited 1 time in total.
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Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by Master Necro » 08 Jul 2013, 19:28
@ Sumomole & Xander9009:
Thank you both for the help, I will update the thread with all new additions tomorrow I am veeery sleepy now.
Thank you both for the help, I will update the thread with all new additions tomorrow I am veeery sleepy now.

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Master Necro - Posts: 259
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