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2014




TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)
Moderator: CCGHQ Admins
Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by thefiremind » 24 Aug 2014, 19:56
The change to the manager has been reverted. Now everything should work as usual.
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Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 24 Aug 2014, 20:24
Nice, now that you just updated, I've found a new problem. eheheh
when you have ajani emblem and you cast a spell that deals damage to creatures and planeswalker (ie: Magmaquake) if you cast the card with 0 as a value to X, it should deal 0 damage but instead, because of this:
I guess the "1" will need to be replaced with " (amount+1)-amount " ??
I will still have problems with my Fated Conflagration since I directly remove loyalty and it doesn't pass thru manager. I would have to insert a trigger but I don't feel like it... I will live with that and hope nobody notice.
besides, cards that makes red spells do twice damage are uncommon in mod community.
Now that I think of it, I think it's only my cards that cause this problem. I will have to copy some parts from manager inside Magmaquake and Fated Conflagration
This is Magmaquake, if you feel like helping me out making it compatible it would be awesome!

when you have ajani emblem and you cast a spell that deals damage to creatures and planeswalker (ie: Magmaquake) if you cast the card with 0 as a value to X, it should deal 0 damage but instead, because of this:
- Code: Select all
(...)
Damage():Multiply(0)
if PLW_MyPlayerDC( target:GetController() ):Get_Int(PLW_AJANI_STEADFAST_EMBLEM) == 0 then
target:RemoveCounters( MTG():GetCountersType("Loyalty"), amount )
else
target:RemoveCounters( MTG():GetCountersType("Loyalty"), 1 )
(...)
I guess the "1" will need to be replaced with " (amount+1)-amount " ??
I will still have problems with my Fated Conflagration since I directly remove loyalty and it doesn't pass thru manager. I would have to insert a trigger but I don't feel like it... I will live with that and hope nobody notice.

Now that I think of it, I think it's only my cards that cause this problem. I will have to copy some parts from manager inside Magmaquake and Fated Conflagration
This is Magmaquake, if you feel like helping me out making it compatible it would be awesome!
- | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="4">
<FILENAME text="MAGMAQUAKE_991276205" />
<CARDNAME text="MAGMAQUAKE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Magmaquake]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tremblement de lave]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Magmamoto]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Magmabeben]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Magmamoto]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[溶岩震]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[마그마 지진]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Магматрясение]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Magmamoto]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[岩浆暴震]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[岩漿暴震]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="991276205" />
<ARTID value="991276205" />
<ARTIST name="Gabor Szikszai" />
<CASTING_COST cost="{X}{R}{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Where will you run when I punish you with the very ground you flee on?”—Nicol Bolas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Où fuir, quand c’est le sol-même que j’utilise pour te châtier ? »—Nicol Bolas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“¿Adónde huirás cuando te castigue con el mismo suelo sobre el que corres?”—Nicol Bolas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Wohin willst du fliehen, wenn ich dich mit eben dem Boden bestrafe, auf dem du fliehst?”—Nicol Bolas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Dove potrai mai fuggire quando ti punisco con lo stesso terreno su cui stai correndo?”—Nicol Bolas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「貴様が落ち延びた先の大地そのもので罰してやるというのに、どこへ逃げるつもりだ?」――ニコル・ボーラス]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“네놈이 도망치는 그 땅으로 네놈을 처벌하면 어떻게 할텐가?”—니콜 볼라스]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Куда ты скроешься, когда я покараю тебя самой землей, по которой ты бежишь?»— Никол Болас]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Para onde você vai correr quando eu usar o próprio chão onde pisa para puni-lo?”— Nicol Bolas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[「你脚踩的大地就是我要拿来对付你的东西,还想往哪逃?」~尼可波拉斯]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[「你腳踩的大地就是我要拿來對付你的東西,還想往哪逃?」~尼可波拉斯]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="DPI" />
<RARITY metaname="R" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Magmaquake deals X damage to each creature without flying and each planeswalker.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Tremblement de lave inflige X blessures à chaque créature sans le vol et à chaque planeswalker.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Magmamoto hace X puntos de daño a cada criatura que no tenga la habilidad de volar y a cada planeswalker.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Das Magmabeben fügt allen Planeswalkern und allen nichtfliegenden Kreaturen X Schadenspunkte zu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Magmamoto infligge X danni a ogni creatura senza volare e a ogni planeswalker.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[溶岩震は飛行を持たない各クリーチャーと各プレインズウォーカーにそれぞれX点のダメージを与える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[마그마 지진은 비행 능력이 없는 각 생물과 각 플레인즈워커에게 피해 X점을 입힌다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Магматрясение наносит X повреждений каждому существу без Полета и каждому planeswalker-у.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Magmamoto causa X pontos de dano a cada criatura sem voar e a cada planeswalker.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[岩浆暴震对每个鹏洛客与每个不具飞行异能的生物各造成X点伤害。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[岩漿暴震對每個鵬洛客與每個不具飛行異能的生物各造成X點傷害。]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Loyalty" proliferate="11" />
<SFX text="GLOBAL_MAGMA_PLAY" />
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Set_Or()
local subfilter = filter:AddSubFilter_And()
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
subfilter:Add( FE_CHARACTERISTIC, OP_NOT, CHARACTERISTIC_FLYING )
local secondSubFilter = filter:AddSubFilter_And()
PLW_FilterNameSet(secondSubFilter, "PLANESWALKERS", true )
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
local card = FilteredCard()
if card:GetCardType():Test(CARD_TYPE_CREATURE) then
EffectSourceLKI():DealDamageTo( GetEffectX(), card )
else
if PLW_MyPlayerDC( card:GetController() ):Get_Int(PLW_AJANI_STEADFAST_EMBLEM) == 0 then
card:RemoveCounters( MTG():GetCountersType("Loyalty"), GetEffectX() )
else
if GetEffectX() > 0 then
card:RemoveCounters( MTG():GetCountersType("Loyalty"), 1 )
end
end
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
</CARD_V2>

Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by thefiremind » 24 Aug 2014, 22:07
That's actually a flaw in the engine... who could have guessed that damage triggers fire with 0 damage anyway?gorem2k wrote:every 0 damage spells removes 1 loyalty to planeswalkers
I just added some checks for the damage amount in the manager, could you please test and see if it solves the problem?
manager with damage amount checks.zip
- (3.97 KiB) Downloaded 346 times
The only way I can think about is to take the emblem into account directly on the spells' code, and you are doing it already. It should work.gorem2k wrote:This is Magmaquake, if you feel like helping me out making it compatible it would be awesome!
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Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 04:13
The X = 0 damage spells are working now.thefiremind wrote:I just added some checks for the damage amount in the manager, could you please test and see if it solves the problem?
On the other hand,
Here's what is happening with Ajani Steadfast + emblem + Earthquake
And now, without the emblem
(don't know what's wrong with audio) faulty compression codec
The other odd thing is, if I use Bonfire of the Damned of X=6 on myself, it does 6 damage to my creatures but absolutely nothing to my planeswalker, I guess this can't be really solved by modifying Bonfire of the Damned, it has to be addressed in manager. I don't really see why a player would cast that or a Lightning Bolt on himself but it may happen in a weird combo deck. It may also be the reason why Earthquake doesn't deal damage since the AI isn't allowed to redirect that damage to my planeswalker.. well, If it's too much trouble just ignore that, it's fine I guess.. I haven't look if we can add a condition in the rather complex manager


Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by thefiremind » 25 Aug 2014, 08:33
My source for Planeswalkers rules is always this, and it only says that damage can be redirected if it would be dealt to an opponent, so I'm not giving the option for redirection when you are damaging yourself.
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Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 08:53
Ok. Somehow, I didn't know all about the rules.thefiremind wrote:My source for Planeswalkers rules is always this, and it only says that damage can be redirected if it would be dealt to an opponent, so I'm not giving the option for redirection when you are damaging yourself.
Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by volrathxp » 25 Aug 2014, 10:51
You can't redirect damage dealt to yourself to a planeswalker you control. You can only redirect damage dealt to an opponent to a planeswalker they control, as TFM has pointed out.gorem2k wrote:Ok. Somehow, I didn't know all about the rules.thefiremind wrote:My source for Planeswalkers rules is always this, and it only says that damage can be redirected if it would be dealt to an opponent, so I'm not giving the option for redirection when you are damaging yourself.

volrathxp
Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 12:58
I was mostly curious about: if we both have a planeswalker and one of us cast a spell that deals damage to both at the same time (Earthquake), there's no specific opponent in that case,volrathxp wrote:You can't redirect damage dealt to yourself to a planeswalker you control. You can only redirect damage dealt to an opponent to a planeswalker they control, as TFM has pointed out.
technically the damage was done to players (NOT an ally or an opponent)
the ruling should just be reinforced with specifying the owner of said spell and global damage
*EDIT: I meant Earthquake, not Magmaquake

Now this

and now,.. that

but this?
No. That planeswalker damage redirection rule only applies when you would be dealt damage by a source an opponent controls.
ok, last edit. Sorry for the whole confusion in this post.
this happens when I am the one who cast Earthquake and we both own a planeswalker:
1. the spell does its effect -> the damage is done to me with a source I control -> no redirection from me
2. the spell does another effect -> the damage is done to an opponent with a source I control -> I can redirect
this happens when I am NOT the one who cast Earthquake and we both own a planeswalker:
1. the spell does its effect -> the damage is done to me with a source I don't control -> no redirection from me
2. the spell does another effect -> the damage is done to an opponent with a source I don't control -> no redirection from me
The keyword that's problematic is what is called an opponent with this spell? but the most important word is who is the owner of this spell.
I think it's clear there's only one player that can redirect and it's the one who put the spell on stack. right?
^^ I like that reply, very funny. yet why is the word opponent relevent when a card has no mention of opponent in it? I have to stop right now, I need a drinkYou are not your own opponent (no matter ho badly you play), so you can't redirect your own danage to your own planeswalker.

Is there a rule somewhere that says WHEN an undefined player is considered an opponent or not? why does the owner of this said spell is NOT an opponent to the other and vice versa?
I admit, I find the mirroring paradox quite fascinating. *philosophic me*
another debate,
on facebook this time
this quote here
Seals the deal for me. thank you Jamie wherever you areJamie Ellis
Basically they incorporated the planeswalker damage rule to errata all damage that says "player" to "...or one of that player's planeswalkers." E.g. "Lightning Bolt deals 3 damage to target creature or player (or one of that player's planeswalkers.)" This can only be done with damage effects your opponents control, though; you can't cast Earthquake for X = 15 and have your own planeswalker soak up the damage for you.

Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 16:12
is there a simple way I can detect if a planeswalker has been attacked? I want to add Hunter's Insight and Vengeful Pharaoh to my set. I see this in manager:
- Code: Select all
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" damage_type="combat" pre_trigger="1">
local amount = Damage():GetAmount()
if amount > 0 and TriggerObject() == EffectDC():Get_CardPtr(0) then
local target = EffectDC():Get_CardPtr(1)
if target ~= nil then
if target:GetCardType():Test(CARD_TYPE_CREATURE) then
PLW_SetLastDamager( target, TriggerObject() )
Damage():RedirectAllTo(target)
else
Damage():Multiply(0)
if PLW_MyPlayerDC( target:GetController() ):Get_Int(PLW_AJANI_STEADFAST_EMBLEM) == 0 then
target:RemoveCounters( MTG():GetCountersType("Loyalty"), amount )
else
target:RemoveCounters( MTG():GetCountersType("Loyalty"), 1 )
end
MTG():CreateDelayedTrigger( 2, EffectDC() )
end
end
return true
end
return false
-- APPROXIMATION: if the Planeswalker isn't a creature, damage triggers from the source won't trigger
</TRIGGER>
- Code: Select all
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" damage_type="combat" pre_trigger="1">
local amount = Damage():GetAmount()
if amount > 0 and TriggerObject() == EffectDC():Get_CardPtr(0) then
local target = EffectDC():Get_CardPtr(1)
if target ~= nil then
PLW_SetLastDamager( target, TriggerObject() ) -- (CHANGED!)
if target:GetCardType():Test(CARD_TYPE_CREATURE) then
Damage():RedirectAllTo(target)
else
Damage():Multiply(0)
if PLW_MyPlayerDC( target:GetController() ):Get_Int(PLW_AJANI_STEADFAST_EMBLEM) == 0 then
target:RemoveCounters( MTG():GetCountersType("Loyalty"), amount )
else
target:RemoveCounters( MTG():GetCountersType("Loyalty"), 1 )
end
MTG():CreateDelayedTrigger( 2, EffectDC() )
end
end
return true
end
return false
-- APPROXIMATION: if the Planeswalker isn't a creature, damage triggers from the source won't trigger
</TRIGGER>
Last edited by gorem2k on 25 Aug 2014, 16:26, edited 1 time in total.
Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by thefiremind » 25 Aug 2014, 16:24
I think you can... actually I'm not sure why I didn't do that myself. See, this project has been up for such a long time that I start to forget why I made some decisions.gorem2k wrote:[...]
can I change it to this?
[...]

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Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 16:28
I think this line has to do with Vraska. I'm sorry I still don't fully understand how you made this so I have to resort asking those painful question months later
Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by thefiremind » 25 Aug 2014, 18:00
Yes, I know it's for Vraska, but I can't remember why I wanted to put it inside the "if" for creatures. Test and see what happens. The original version is always here if you need to revert.gorem2k wrote:I think this line has to do with Vraska. I'm sorry I still don't fully understand how you made this so I have to resort asking those painful question months later

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Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 19:53
That's what I'm doing, but coding Hunter's Insight is way more complex than I thought first. I have to register a damage value in addition to the last damager. and then apply the correct trigger. it's basically the opposite of what Vraska does. i'm trying to avoid heavy manager modifications.thefiremind wrote:Yes, I know it's for Vraska, but I can't remember why I wanted to put it inside the "if" for creatures. Test and see what happens. The original version is always here if you need to revert.gorem2k wrote:I think this line has to do with Vraska. I'm sorry I still don't fully understand how you made this so I have to resort asking those painful question months later
If by any chance you have spare time, I would prefer using your own take on a new function, something that would store damage value like
PLW_GetDamage( object, amount )
which would return the damage from either EffectSource() or TriggerObject() or any object, and also return the amount of damage it has dealt.
I mean this would improve the approximation ( if you still care that is

Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by thefiremind » 25 Aug 2014, 20:52
Do you mean something like this?gorem2k wrote:If by any chance you have spare time, I would prefer using your own take on a new function, something that would store damage value like
PLW_GetDamage( object, amount )
manager and functions with damage amount info.zip
- (8.79 KiB) Downloaded 330 times
EDIT: To be precise, RiiakShiNal's ObjectDC will become mandatory for your cards that use the "Get" functions (it's already mandatory for mine), while the "Set" function still does nothing with no complaints if RSN_ObjectDC isn't found, just as before.
EDIT 2: In the PLW_SetLastDamageInfo function I was setting the damager and the amount in the wrong chest, my code needs a fix: substitute the last 2 "obj_chest" inside that function with "damage_chest".
Last edited by thefiremind on 26 Aug 2014, 12:08, edited 2 times in total.
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Re: TFM&G2K's Planeswalkers Pool v8e (24/Aug/2014)
by gorem2k » 25 Aug 2014, 21:03
Niiiiiiice!
Just when I got something very close to working, you come up with my request under few seconds.
I will look into yours now, I will surely ditch mine when I look at it.
Thanks!
Sarkhan the Mad and yes, Garruk Relentless again, will need to be updated with new PLW_SetLastDamageInfo
I can't make my Hunter’s Insight work with your version.
Here's the code for you to test
Any idea what's wrong with this?
I know I shouldn't check for last damager in RTA because it can deal combat to a player but I only tested attacking a planeswalker.
Just when I got something very close to working, you come up with my request under few seconds.
I will look into yours now, I will surely ditch mine when I look at it.
Thanks!
Sarkhan the Mad and yes, Garruk Relentless again, will need to be updated with new PLW_SetLastDamageInfo
I can't make my Hunter’s Insight work with your version.
Here's the code for you to test
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="HUNTERS_INSIGHT_991220291" />
<CARDNAME text="HUNTERS_INSIGHT" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hunter’s Insight]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Perspicacité du chasseur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Perspicacia del cazador]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Einblicke des Jägers]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Intuito del Cacciatore]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[狩人の眼識]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Hunter’s Insight]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Проницательность Охотника]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Percepção do Caçador]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="991220291" />
<ARTID value="991220291" />
<ARTIST name="Terese Nielsen" />
<CASTING_COST cost="{2}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The predator knows the true way of the world. Life is conflict. Only the strong survive.”—Garruk Wildspeaker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Le prédateur sait comment fonctionne vraiment le monde. La vie n’est que conflit. Seuls les plus forts survivent. »—Garruk Languebestion]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“El depredador conoce el verdadero rostro del mundo. La vida es un conflicto. Sólo los fuertes sobreviven.”—Garruk Portavoz Salvaje]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Das Raubtier weiß, wie die Welt funktioniert. Leben bedeutet Konflikt. Nur die Starken überleben.”—Garruk Wildsprecher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Il predatore sa come funziona in realtà il mondo. La vita è conflitto. Solo i forti sopravvivono.”—Garruk Lingua Selvaggia]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「捕食者は世界の真のあり方を知っている。 生命とは戦いだ。 強いものだけが生き残る。」――野生語りのガラク]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The predator knows the true way of the world. Life is conflict. Only the strong survive.”—Garruk Wildspeaker]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Хищник знает истинный порядок в мире. Жизнь — это борьба. Выживают лишь сильные».— Гаррук Дикоречивый]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“O predador conhece o mundo como ele é. A vida é um conflito. Apenas os fortes sobrevivem.”— Garruk Falabravo]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="M12" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choisissez une créature ciblée que vous contrôlez. À chaque fois que cette créature inflige des blessures de combat à un joueur ou à un planeswalker ce tour-ci, piochez autant de cartes.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Elige la criatura objetivo que controlas. Siempre que esa criatura haga daño de combate a un jugador o planeswalker este turno, roba esa misma cantidad de cartas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bestimme eine Kreatur deiner Wahl, die du kontrollierst. Immer wenn diese Kreatur in diesem Zug einem Spieler oder einem Planeswalker Kampfschaden zufügt, ziehst du entsprechend viele Karten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli una creatura bersaglio che controlli. Ogniqualvolta quella creatura infligge danno da combattimento a un giocatore o a un planeswalker in questo turno, pesca altrettante carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするクリーチャー1体を対象とする。 このターン、そのクリーチャーがいずれかのプレイヤーかプレインズウォーカーに戦闘ダメージを与えるたび、その点数に等しい枚数のカードを引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выберите целевое существо под вашим контролем. Каждый раз когда то существо наносит боевые повреждения игроку или planeswalker-у в этом ходу, возьмите столько же карт.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escolha a criatura alvo que você controla. Toda vez que aquela criatura causar dano de combate a um jogador ou a um planeswalker neste turno, compre uma quantidade equivalente de cards.]]></LOCALISED_TEXT>
<TARGET tag="TFM_CARD_QUERY_CHOOSE_CREATURE_GAIN_COMBAT_DRAWCARDS" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_CONTROLLER, OP_IS, EffectController() )
</TARGET_DEFINITION>
<CONTINUOUS_ACTION layer="6">
local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:GetCurrentCharacteristics():GrantAbility(1)
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<TRIGGERED_ABILITY resource_id="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que cette créature inflige des blessures de combat à un joueur ou à un planeswalker ce tour-ci, piochez autant de cartes.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que esa criatura haga daño de combate a un jugador o planeswalker este turno, roba esa misma cantidad de cartas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn diese Kreatur in diesem Zug einem Spieler oder einem Planeswalker Kampfschaden zufügt, ziehst du entsprechend viele Karten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta quella creatura infligge danno da combattimento a un giocatore o a un planeswalker in questo turno, pesca altrettante carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このターン、そのクリーチャーがいずれかのプレイヤーかプレインズウォーカーに戦闘ダメージを与えるたび、その点数に等しい枚数のカードを引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда то существо наносит боевые повреждения игроку или planeswalker-у в этом ходу, возьмите столько же карт.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que aquela criatura causar dano de combate a um jogador ou a um planeswalker neste turno, compre uma quantidade equivalente de cards.]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
<TRIGGER value="OBJECT_TAKES_DAMAGE" damage_type="combat">
return PLW_GetLastDamageAmount(TriggerObject()) ~= nil
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if PLW_GetLastDamageAmount(TriggerObject()) ~= nil then
local damage = PLW_GetLastDamageAmount(TriggerObject())
if damage > 0 then
EffectController():DrawCards(damage)
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
Any idea what's wrong with this?
I know I shouldn't check for last damager in RTA because it can deal combat to a player but I only tested attacking a planeswalker.
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