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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by jacque » 04 Oct 2013, 17:57
You tested? Cause I'm not too sure about this... What I did was forcing creatures to block my one Craw Giant with Lure effect built in it... I'm testing it again to be really sure... unless you did xDDrakkenMT wrote:sweet, thanks Jacquena the other creatures being blocked doesn't trigger it. this should be good
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Re: Formal Request Thread
by thefiremind » 04 Oct 2013, 17:59
Try to reproduce the scenario where Craw Giant and the other creatures all become blocked, you'll see that it will count all blocking creatures, not just the ones blocking it.DrakkenMT wrote:the other creatures being blocked doesn't trigger it. this should be good
I tried to modify Jacque's Craw Giant using the same idea as Guardian of the Gateless, and it seems to work. I also reduced its score (I think 900 is a bit too much for its ability) and added the missing exclamation points in the flavour text (Gatherer often removes them, I don't know why).
- Craw Giant (tested) | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CRAW_GIANT_109748" />
<CARDNAME text="CRAW_GIANT" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Craw Giant]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Géant vorace]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Gigante coráceo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Muskelriese]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gigante Devastatore]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[大喰らいの巨人]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Craw Giant]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зобный Гигант]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gigante Devastador]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="109748" />
<ARTID value="A109748" />
<ARTIST name="Christopher Rush" />
<CASTING_COST cost="{3}{G}{G}{G}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Harthag gave a jolly laugh as he surveyed the army before him. “Ho ho ho! Midgets! You think you can stand in my way?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Harthag eut un rire joyeux en promenant son regard sur l’armée qui lui faisait face. « Ho ho ho ! Nabots ! Pensez-vous vraiment pouvoir me barrer le chemin ? »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Harthag soltó una alegre carcajada al observar al ejército ante él. “¡Jo jo jo! ¡Enanitos! ¿Creéis poderos cruzar en mi camino?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Harthag lachte herzhaft, als er die Armee ihm gegenüber erblickte. „Ha ha ha! Knirpse! Glaubt ihr, ihr könnt mich aufhalten?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Harthag scoppiò in una profonda risata vedendo l’esercito schierato. “Ho ho ho! Bambocci! Pensate davvero di potermi fermare?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ハーサグは目の前の軍隊を見渡し、さもおかしそうに笑った。 「ハッハッハ! チビどもめ! 貴様らごときにオレが止められると思っているのか?」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Harthag gave a jolly laugh as he surveyed the army before him. “Ho ho ho! Midgets! You think you can stand in my way?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Хартаг весело рассмеялся, изучая стоящую перед ним армию: «Ха ха ха! Карлики! И вы вздумали мне сопротивляться?»]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Harthag deu uma boa risada enquanto inspecionava o exército à sua frente. “Ho ho ho! Anões! Vocês acham que podem me deter?”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Giant" />
<EXPANSION value="TSB" />
<RARITY metaname="U" />
<POWER value="6" />
<TOUGHNESS value="4" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1" priority="20">
<TRIGGER value="WAS_BLOCKED_BY_A_CREATURE" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
local chest = LinkedDC():Get_Chest(1)
if chest == nil then
chest = LinkedDC():Make_Chest(1)
LinkedDC():Set_Int(0, 0)
end
chest:Set_CardPtr( LinkedDC():Get_Int(0), SecondaryObject() )
LinkedDC():Int_Inc(0)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1" priority="20">
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_BEGIN_COMBAT or MTG():GetStep() == STEP_END_OF_COMBAT
</TRIGGER>
<RESOLUTION_TIME_ACTION>
LinkedDC():Free_Compartment(1)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rampage 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sauvagerie 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ímpetu 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Raserei 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Furia 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ランページ 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Rampage 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ярость 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fúria 2]]></LOCALISED_TEXT>
<TRIGGER value="WAS_BLOCKED" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
local bonus = 0
local creaturesDC = LinkedDC():Get_Chest(1)
if creaturesDC ~= nil then
local count = LinkedDC():Get_Int(0)
for i=0,count-1 do
local creature = creaturesDC:Get_CardPtr(i)
if creature ~= nil and creature:IsBlocking() then
bonus = bonus + 1
end
end
end
bonus = 2*(bonus-1)
if bonus > 0 then
EffectDC():Set_Int(2, bonus)
end
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local bonus = EffectDC():Get_Int(2)
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add(bonus)
characteristics:Toughness_Add(bonus)
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" 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" />
<AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread
by DrakkenMT » 04 Oct 2013, 18:06
<CONTINUOUS_ACTION layer="7C">
local dplayer = EffectSource():GetPlayerAttacked()
local filter = ClearFilter()
filter:Add( FE_IS_BLOCKING, true )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, dplayer )
local numCreaturesBlocking = filter:Count()
if numCreaturesBlocking > 1 then
local total = numCreaturesBlocking - 1
local rampage = 2
local bonus = rampage * total
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add( bonus )
characteristics:Toughness_Add( bonus )
end
</CONTINUOUS_ACTION>
for some reason still when blocked it isn't triggering any counters on the giant. hmmm. maybe my game is bugged?
local dplayer = EffectSource():GetPlayerAttacked()
local filter = ClearFilter()
filter:Add( FE_IS_BLOCKING, true )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, dplayer )
local numCreaturesBlocking = filter:Count()
if numCreaturesBlocking > 1 then
local total = numCreaturesBlocking - 1
local rampage = 2
local bonus = rampage * total
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add( bonus )
characteristics:Toughness_Add( bonus )
end
</CONTINUOUS_ACTION>
for some reason still when blocked it isn't triggering any counters on the giant. hmmm. maybe my game is bugged?
Re: Formal Request Thread
by DrakkenMT » 04 Oct 2013, 18:08
oh sweet, thanks firemind. posted my message before I seen your post
Re: Formal Request Thread
by jacque » 04 Oct 2013, 18:08
Yups u're right TFM... tested it with other creatures blocked other than Craw Giant... Craw Giant leeched the other blockers' benefits as well... zzz Mehhh... =( Sorry DrakkenMT... my version is not the right one... =(thefiremind wrote:I tried to modify Jacque's Craw Giant using the same idea as Guardian of the Gateless, and it seems to work. I also reduced its score (I think 900 is a bit too much for its ability) and added the missing exclamation points in the flavour text (Gatherer often removes them, I don't know why).
I have a standardized score for all my cards according to its rarity, so that it's consistent not according to what one feels how to score it... Commons 300, Uncommons 600, Rares 900, Mythics 1200...
Learn making your own cards today!!!
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I stitch old cards together to make new ones...
~ Jacque, the confused
Click on

I stitch old cards together to make new ones...
~ Jacque, the confused
Re: Formal Request Thread
by thefiremind » 04 Oct 2013, 18:11
So you would give 900 to Isamaru, Hound of Konda and 300 to Grizzly Bears even if they are almost identical on the battlefield?jacque wrote:I have a standardized score for all my cards according to its rarity, so that it's consistent not according to what one feels how to score it... Commons 300, Uncommons 600, Rares 900, Mythics 1200...

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Re: Formal Request Thread
by jacque » 04 Oct 2013, 18:13
I'm afraid I would... 1st turn drop for a 2/2 xDthefiremind wrote:So you would give 900 to Isamaru, Hound of Konda and 300 to Grizzly Bears even if they are almost identical on the battlefield?jacque wrote:I have a standardized score for all my cards according to its rarity, so that it's consistent not according to what one feels how to score it... Commons 300, Uncommons 600, Rares 900, Mythics 1200...
Then again I don't code cards that are that "type"... start-forward ones? So yea... it's still a 900...
Learn making your own cards today!!!
Click on
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I stitch old cards together to make new ones...
~ Jacque, the confused
Click on

I stitch old cards together to make new ones...
~ Jacque, the confused
Re: Formal Request Thread
by thefiremind » 04 Oct 2013, 18:18
The AI_SCORE specifies ZONE_BATTLEFIELD for a reason: that score is added to the cards only when they are on the battlefield. Once they are on the battlefield it doesn't matter what turn it is or how much they cost. You would make the AI think that it's a very bad idea to trade Isamaru, Hound of Konda for Grizzly Bears. Actually, both cards should have no AI_SCORE at all because they don't have any ability and P/T is counted independently.jacque wrote:I'm afraid I would... 1st turn drop for a 2/2 xD
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Re: Formal Request Thread
by jacque » 04 Oct 2013, 18:21
Prolly that's why I've never coded a card that has no abilities in them... or rather ones that makes me think xD *Seriously haven't coded anything similar to Hound of Konda or Grizzly Bear* But I'll bear this in mind coming across similar cards in future not to include scores...thefiremind wrote:The AI_SCORE specifies ZONE_BATTLEFIELD for a reason: that score is added to the cards only when they are on the battlefield. Once they are on the battlefield it doesn't matter what turn it is or how much they cost. You would make the AI think that it's a very bad idea to trade Isamaru, Hound of Konda for Grizzly Bears. Actually, both cards should have no AI_SCORE at all because they don't have any ability and P/T is counted independently.jacque wrote:I'm afraid I would... 1st turn drop for a 2/2 xD
Learn making your own cards today!!!
Click on
if a post/reply helped you.
I stitch old cards together to make new ones...
~ Jacque, the confused
Click on

I stitch old cards together to make new ones...
~ Jacque, the confused
Re: Formal Request Thread
by loookaz » 04 Oct 2013, 18:31
Could i kindly request
Krosan Verge and Royal Assassin?
I am surprised, that i could not find Royal Assassin in the 2014 mods:)
Krosan Verge and Royal Assassin?
I am surprised, that i could not find Royal Assassin in the 2014 mods:)
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Re: Formal Request Thread
by DrakkenMT » 04 Oct 2013, 18:46
for royal assassin I would look to using the code from assassinate and do tap for the cost
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Destroy target tapped creature.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Détruisez la créature engagée ciblée.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destruye la criatura objetivo girada.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zerstöre eine getappte Kreatur deiner Wahl.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distruggi una creatura TAPpata bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[タップ状態のクリーチャー1体を対象とし、それを破壊する。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탭된 생물 한 개를 목표로 정한다. 그 생물을 파괴한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Уничтожьте целевое повернутое существо.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Destrua a criatura virada alvo.]]></LOCALISED_TEXT>
<COST="tapself" />
<SFX text="TARGET_BLADE_PLAY" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TAPPED_TO_DESTROY" 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_IS_TAPPED, true )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Destroy()
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</ACTIVATED_ABILITY>
Re: Formal Request Thread
by Xander9009 » 04 Oct 2013, 18:51
I already coded Royal Assassin. Its coding is found in this very thread.loookaz wrote:Could i kindly request
Krosan Verge and Royal Assassin?
I am surprised, that i could not find Royal Assassin in the 2014 mods:)
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Re: Formal Request Thread
by jacque » 04 Oct 2013, 18:52
Now this should work... but you'll need RiiakShiNal's Manual Mana functions (Manual Mana Functions v2.1) for it to work...DrakkenMT wrote:also was thinking of making a Nirkana Revenant but unsure how to do the swamp mana flare effect and have it go away when the nirkana dies. any thoughts?
viewtopic.php?f=109&t=11079
Have fun... *almost certain*... xD
*Off to bed... it's already 3 in the morning >.<*
- Attachments
-
NIRKANA_REVENANT_193472.rar
- TESTED: PLAINS, SWAMP & CUSTOM LAND...
- (239.3 KiB) Downloaded 221 times
Learn making your own cards today!!!
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I stitch old cards together to make new ones...
~ Jacque, the confused
Click on

I stitch old cards together to make new ones...
~ Jacque, the confused
Re: Formal Request Thread
by JustSayOzz » 04 Oct 2013, 19:05
Guys, help me, please. I tried to code Burning Earth, but if player taps a nonbasic land, nothing happens. Log doesn't appear after exit.
Also, I tried to provide for the use of invisible mana tokens, that nonbasic lands uses.
Also, I tried to provide for the use of invisible mana tokens, that nonbasic lands uses.
- Burning Earth | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="BURNING_EARTH_19133" />
<CARDNAME text="BURNING_EARTH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Burning Earth]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Terre brûlante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tierra ardiente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Brennende Erde]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terra Ardente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[燃え立つ大地]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[불타는 대지]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Горящая Земля]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Terra em Chamas]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="119133" />
<ARTID value="19133" />
<ARTIST name="rk post" />
<CASTING_COST cost="{3}{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Your world is formed from the same power that wraps my burning hand around your throat.”—Shrazik, lavamancer]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Ton monde est façonné par l’énergie qui resserre mon étreinte brûlante autour de ta gorge. »—Shrazik, lavamancien]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Tu mundo está formado por el mismo poder que cierra mi ardiente mano sobre tu garganta.”—Shrazik, lavamante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Deine Welt ist aus derselben Kraft erschaffen, die meine sengende Hand um deinen Hals schließt.”—Shrazik, Magmamagier]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Il tuo mondo è forgiato dallo stesso potere che stringe la mia mano infuocata attorno alla tua gola.”—Shrazik, lavamante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「貴様の世界は、その首にかけた俺の燃え盛る手と同じ力で出来ているんだ。」――溶岩使いスラジーク]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“지금 네 목을 조르는 것이 바로 네 놈이 사는 세계를 만든 힘이다.”—용암술사 슈라지크]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Сила, из которой соткан твой мир, — та же сила, с которой моя горящая рука сжимтебя за горло».— Шразик, лавомант]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“O seu mundo é formado pelo mesmo poder com que minha mão calcinante envolve sua garganta.”— Shrazik, lavamante]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="M14" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un joueur engage un terrain non-base pour du mana, la Terre brûlante inflige 1 blessure à ce joueur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un jugador gire una tierra no básica para obtener maná, la Tierra ardiente hace 1 punto de daño a ese jugador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Spieler ein Nichtstandardland für Mana tappt, fügt die Brennende Erde diesem Spieler 1 Schadenspunkt zu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un giocatore TAPpa una terra non base per attingere mana, la Terra Ardente infligge 1 danno a quel giocatore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人がマナを引き出す目的で基本でない土地を1つタップするたび、燃え立つ大地はそのプレイヤーに1点のダメージを与える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어가 마나를 얻기 위해 기본 대지가 아닌 대지를 탭할 때마다, 불타는 대지는 그 플레이어에게 피해 1점을 입힌다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда игрок поворачивает небазовую землю для получения маны, Горящая Земля наносит тому игроку 1 повреждение.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um jogador vira um terreno não básico para gerar mana, Terra em Chamas causa 1 ponto de dano àquele jogador.]]></LOCALISED_TEXT>
<TRIGGER value="BECAME_TAPPED_FOR_MANA">
return TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) and not TriggerObject():GetSuperType():Test( SUPERTYPE_BASIC )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
if ( EffectSource() ~= nil ) then
EffectSourceLKI():DealDamageTo( 1, TriggerObject():GetController() )
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY forced_skip="1">
<TRIGGER value="TRIGGER_PLAYER_PUT_TOKENS_INTO_PLAY">
return GetAmount() > 0 and ( TriggerObject() ~= nil and not TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
if ( EffectSource() ~= nil ) then
EffectSourceLKI():DealDamageTo( 1, TriggerObject():GetController() )
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
- JustSayOzz
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