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Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels)
2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by Kithkin » 16 Feb 2015, 18:43
May I request Cascade Bluffs? It is the only card missing from a deck I am about to recreate. Thanks.
-
Kithkin - Posts: 456
- Joined: 21 Feb 2014, 07:12
- Location: Cologne, GERMANY
- Has thanked: 11 times
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Re: Formal Request Thread
by Xander9009 » 16 Feb 2015, 18:50
I'm coding the last few cards needed for the FRF cards to be released, but I've hit two problems I don't know the solution to.
Channel Harm: The damage redirect isn't working. It tells me the that it gets all the way through the ability, but the state-based_effect trigger doesn't seem to allow me to choose targets (or else I'm just overlooking the reason I'm not asked to choose a target). Everything else seems to work. I thought about putting the target choice in the trigger that creates the state based trigger, but only the targeting and damaging is optional, so the may tag wouldn't work anymore. I'd need to include a choice for every time damage is prevented. I can do that if I have to, but it seems like there should be an easier way. Is this something known about state-based triggers? Should I just try a different trigger? Which one is most likely to work?
Channel Harm: The damage redirect isn't working. It tells me the that it gets all the way through the ability, but the state-based_effect trigger doesn't seem to allow me to choose targets (or else I'm just overlooking the reason I'm not asked to choose a target). Everything else seems to work. I thought about putting the target choice in the trigger that creates the state based trigger, but only the targeting and damaging is optional, so the may tag wouldn't work anymore. I'd need to include a choice for every time damage is prevented. I can do that if I have to, but it seems like there should be an easier way. Is this something known about state-based triggers? Should I just try a different trigger? Which one is most likely to work?
- Channel Harm | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CHANNEL_HARM_CW_391808" />
<CARDNAME text="CHANNEL_HARM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Channel Harm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Canaliser la calamité]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encauzar los estragos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Unheil umleiten]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanalare Danno]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[交感の痛手]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[피해 돌리기]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Отражение Вреда]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Canalizar Dano]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[转化险象]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[轉化險象]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="391808" />
<ARTID value="CW391808" />
<ARTIST name="David Gaillet" />
<CASTING_COST cost="{5}{W}" />
<TYPE metaname="Instant" />
<EXPANSION value="FRF" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prevent all damage that would be dealt to you and permanents you control this turn by sources you don’t control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prévenez, ce tour-ci, toutes les blessures qui devraient être infligées à vous et aux permanents que vous contrôlez par des sources que vous ne contrôlez pas. Si des blessures sont prévenues de cette manière, vous pouvez faire que Canaliser la calamité inflige autant de blessures à une créature ciblée.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Prevén todo el daño que fueran a hacer fuentes que no controlas a ti y a los permanentes que controlas este turno. Si se previene daño de esta manera, puedes hacer que Encauzar los estragos haga esa misma cantidad de daño a la criatura objetivo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verhindere allen Schaden, der dir oder bleibenden Karten, die du kontrollierst, in diesem Zug von Quellen, die du nicht kontrollierst, zugefügt würde. Falls auf diese Weise Schaden verhindert wurde, kannst du Unheil umleiten einer Kreatur deiner Wahl entsprechend viele Schadenspunkte zufügen lassen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Previeni tutto il danno che verrebbe inflitto in questo turno a te e ai permanenti che controlli da fonti che non controlli. Se viene prevenuto danno in questo modo, puoi far infliggere a Incanalare Danno altrettanti danni a una creatura bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とする。このターンに、あなたがコントロールしていない発生源があなたやあなたがコントロールするパーマネントに与えるすべてのダメージを軽減する。これによりダメージが軽減されるなら、あなたは「交感の痛手はそれにその点数に等しい点数のダメージを与える。」を選んでもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[이 턴에 당신과 당신이 조종하는 지속물이 당신이 조종하지 않는 원천들로부터 입으려고 하는 모든 피해를 방지한다. 이렇게 피해를 방지하면, 생물을 목표로 정한다. 당신은 피해 돌리기가 그 목표에게 그만큼의 피해를 입히도록 할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Предотвратите все повреждения, которые должны быть нанесены в этом ходу вам и перманентам под вашим контролем источниками, которые вы не контролируете. Если повреждения предотвращаются таким образом, вы можете заставить Отражение Вреда нанести столько же повреждений целевому существу.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Previna todo o dano que seria causado a você e às permanentes que você controla neste turno por fontes que você não controla. Se algum dano for prevenido desta forma, você poderá fazer com que Canalizar Dano cause uma quantidade equivalente de dano à criatura alvo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[本回合中,防止不由你操控的来源将对你和由你操控之永久物造成的所有伤害。如果以此法防止伤害,则你可以让转化险象对目标生物造成等量的伤害。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[本回合中,防止不由你操控的來源將對你和由你操控之永久物造成的所有傷害。如果以此法防止傷害,則你可以讓轉化險象對目標生物造成等量的傷害。]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
MTG():CreateDelayedTrigger(1, nil)
MTG():CreateDelayedTrigger(2, nil)
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
<CLEANUP simple_cleanup="EndOfTurn" />
<TRIGGER value="OBJECT_TAKES_DAMAGE" simple_qualifier="objectyoucontrol" pre_trigger="1" damage_type="all">
return TriggerObject():GetPlayer() ~= EffectController()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
--EffectController():DisplayMessage("1")
local Damage = Damage():PreventAll()
if Damage > 0 then
--EffectController():DisplayMessage("1.1")
local DelayDC = EffectDC():Make_Chest(0)
if DelayDC ~= nil then
--EffectController():DisplayMessage("1.2: Setup redirect")
DelayDC:Set_Int(0, Damage)
MTG():CreateDelayedTrigger(3, DelayDC)
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
<CLEANUP simple_cleanup="EndOfTurn" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" pre_trigger="1" damage_type="all">
return SecondaryPlayer() == EffectController() and TriggerObject():GetPlayer() ~= EffectController()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
--EffectController():DisplayMessage("2")
local Damage = Damage():PreventAll()
if Damage > 0 then
--EffectController():DisplayMessage("2.1")
local DelayDC = EffectDC():Make_Chest(0)
if DelayDC ~= nil then
--EffectController():DisplayMessage("2.2: Setup redirect")
DelayDC:Set_Int(0, Damage)
MTG():CreateDelayedTrigger(3, DelayDC)
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="3">
<CLEANUP fire_once="1" />
<TRIGGER value="STATE_BASED_EFFECTS" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_DEAL_DAMAGE" definition="1" compartment="1" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<MAY />
<RESOLUTION_TIME_ACTION>
EffectController():DisplayMessage("3")
local Target = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
local Damage = EffectDC():Get_Int(0)
if Damage > 0 and Target ~= nil then
EffectController():DisplayMessage("3.1")
EffectSourceLKI():DealDamageTo( Damage, Target )
elseif Damage == nil then
EffectController():DisplayMessage("3.2")
elseif Damage == 0 then
EffectController():DisplayMessage("3.3")
elseif Target == nil then
EffectController():DisplayMessage("3.4")
else
EffectController():DisplayMessage("3.5")
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[16-02-15]]></DATE>
</CARD_V2>
- Dragonrage | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="DRAGONRAGE_CW_391823" />
<CARDNAME text="DRAGONRAGE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dragonrage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rage de dragon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Furiadragón]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Drachenzorn]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ira Draconica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[龍怒]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[용의 분노]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Драконья Ярость]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ira Dragônica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[怒龙吼]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[怒龍吼]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="391823" />
<ARTID value="CW391823" />
<ARTIST name="Tomasz Jedruszek" />
<CASTING_COST cost="{2}{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Dragons in the skies of Tarkir—for the first time, it feels like my home.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Des dragons dans les cieux de Tarkir... C’est la première fois que je me sens chez moi. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Dragones en los cielos de Tarkir... Por primera vez, este sitio parece mi hogar”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Drachen am Himmel von Tarkir – das erste Mal ein Gefühl von Heimat.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Draghi nei cieli di Tarkir. Per la prima volta, mi sento a casa.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「タルキールの空にドラゴンがいるとは。初めてここが我が故郷と思えるようになった。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“타르커의 하늘에 용이 있군. 처음으로 고향에 있는 느낌이 들어.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Драконы в небе Таркира. Впервые я чувствую себя дома».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Dragões nos céus de Tarkir — pela primeira vez, eu me sinto em casa.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[「巨龙翱翔在鞑契的天空~这里第一次感觉像我家了。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[「巨龍翱翔在韃契的天空~這裡第一次感覺像我家了。」]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="FRF" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Add {R} to your mana pool for each attacking creature you control. Until end of turn, attacking creatures you control gain “{R}: This creature gets +1/+0 until end of turn.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ajoutez {R} à votre réserve pour chaque créature attaquante que vous contrôlez. Jusqu’à la fin du tour, les créatures attaquantes que vous contrôlez acquièrent « {R} : Cette créature gagne +1/+0 jusqu’à la fin du tour. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Agrega {R} a tu reserva de maná por cada criatura atacante que controlas. Hasta el final del turno, las criaturas atacantes que controlas ganan “{R}: Esta criatura obtiene +1/+0 hasta el final del turno”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Erhöhe deinen Manavorrat für jede angreifende Kreatur, die du kontrollierst, um {R}. Bis zum Ende des Zuges erhalten angreifende Kreaturen, die du kontrollierst „{R}: Diese Kreatur erhält +1/+0 bis zum Ende des Zuges.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aggiungi {R} alla tua riserva di mana per ogni creatura attaccante che controlli. Fino alla fine del turno, le creature attaccanti che controlli hanno “{R}: Questa creatura prende +1/+0 fino alla fine del turno”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする攻撃クリーチャー1体につき、あなたのマナ・プールに{R}を加える。ターン終了時まで、あなたがコントロールする攻撃クリーチャーは「{R}:ターン終了時まで、このクリーチャーは+1/+0の修整を受ける。」を得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 공격생물 하나당 {R}를 당신의 마나풀에 담는다. 턴종료까지 당신이 조종하는 공격생물들은 “{R}: 이 생물은 턴종료까지 +1/+0을 받는다.”를 얻는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Добавьте {R} в ваше хранилище маны за каждое атакующее существо под вашим контролем. До конца хода атакующие существа под вашим контролем получают способность «{R}: это существо получает +1/+0 до конца хода».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Adicione {R} à sua reserva de mana para cada criatura atacante que você controla. Até o final do turno, as criaturas atacantes que você controla ganham “{R}: Esta criatura recebe +1/+0 até o final do turno.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[你每操控一个进行攻击的生物,便加{R}到你的法术力池中。直到回合结束,由你操控且进行攻击的生物获得「{R}:此生物得+1/+0直到回合结束。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[你每操控一個進行攻擊的生物,便加{R}到你的魔法力池中。直到回合結束,由你操控且進行攻擊的生物獲得「{R}:此生物得+1/+0直到回合結束。」]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_IS_ATTACKING, true)
filter:Add(FE_CONTROLLER, OP_IS, EffectController())
</FILTER>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_IS_ATTACKING, true)
filter:Add(FE_CONTROLLER, OP_IS, EffectController())
local Count = filter:Count()
RSN_ProduceNoTrigger( "{R}", Count, true )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
S_DisplayManaPool(EffectController())
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():GetCurrentCharacteristics():GrantAbility(1)
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</SPELL_ABILITY>
<ACTIVATED_ABILITY resource_id="1" firebreathing="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{R}: This creature gets +1/+0 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{R} : Cette créature gagne +1/+0 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{R}: Esta criatura obtiene +1/+0 hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{R}: Diese Kreatur erhält +1/+0 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{R}: Questa creatura prende +1/+0 fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{R}:ターン終了時まで、このクリーチャーは+1/+0の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{R}: 이 생물은 턴종료까지 +1/+0을 받는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{R}: это существо получает +1/+0 до конца хода.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{R}: Esta criatura recebe +1/+0 até o final do turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{R}:此生物得+1/+0直到回合结束。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{R}:此生物得+1/+0直到回合結束。]]></LOCALISED_TEXT>
<COST mana_cost="{R}" type="Mana" />
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Power_Add(1)
characteristics:Toughness_Add(0)
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" window_in_combat="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
</ACTIVATED_ABILITY>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[16-02-15]]></DATE>
</CARD_V2>
- Flamerush Rider | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="FLAMERUSH_RIDER_CW_391833" />
<CARDNAME text="FLAMERUSH_RIDER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flamerush Rider]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cavalier courseflamme]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Jinete llamarrauda]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Flammenrausch-Reiter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cavaliere della Carica Infuocata]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[炎駆の乗り手]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[화염질주 기수]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пламенный Наездник]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Saqueador Flamígero]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[焰袭骑兵]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[焰襲騎兵]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="391833" />
<ARTID value="CW391833" />
<ARTIST name="Min Yum" />
<CASTING_COST cost="{4}{R}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" />
<SUB_TYPE metaname="Warrior" />
<EXPANSION value="FRF" />
<RARITY metaname="R" />
<POWER value="3" />
<TOUGHNESS value="3" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Flamerush Rider attacks, put a token onto the battlefield tapped and attacking that’s a copy of another target attacking creature. Exile the token at end of combat.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Cavalier courseflamme attaque, mettez sur le champ de bataille un jeton, engagé et attaquant, qui est une copie d’une autre créature attaquante ciblée. Exilez ce jeton à la fin du combat.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Jinete llamarrauda ataque, pon una ficha en el campo de batalla girada y atacando que es una copia de otra criatura atacante objetivo. Exilia la ficha al final del combate.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Flammenrausch-Reiter angreift, bringe einen Spielstein getappt und angreifend ins Spiel, der eine Kopie einer anderen angreifenden Kreatur deiner Wahl ist. Schicke den Spielstein am Ende des Kampfes ins Exil.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Cavaliere della Carica Infuocata attacca, metti sul campo di battaglia una pedina TAPpata e attaccante che è una copia di un’altra creatura attaccante bersaglio. Esilia la pedina alla fine del combattimento.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[炎駆の乗り手が攻撃するたび、他の攻撃クリーチャー1体を対象とし、そのクリーチャーのコピーであるトークンを1体タップ状態で攻撃している状態で戦場に出す。戦闘終了時に、そのトークンを追放する。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[화염질주 기수가 공격할 때마다, 다른 공격생물을 목표로 정한다. 그 생물의 복사본인 토큰을 탭되어 공격하는 채로 전장에 놓는다. 전투종료에 그 토큰을 추방한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Пламенный Наездник атакует, положите на поле битвы повернутой и атакующей одну фишку, являющуюся копией другого целевого атакующего существа. Изгоните ту фишку в конце боя.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Saqueador Flamígero atacar, coloque uma ficha no campo de batalha virada e atacando que seja uma cópia de outra criatura alvo atacante. Exile a ficha no final do combate.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当焰袭骑兵攻击时,将一个衍生物横置放进战场且正进行攻击,此衍生物为另一个目标进行攻击之生物的复制品。在战斗结束时,放逐该衍生物。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當焰襲騎兵攻擊時,將一個衍生物橫置放進戰場且正進行攻擊,此衍生物為另一個目標進行攻擊之生物的複製品。在戰鬥結束時,放逐該衍生物。]]></LOCALISED_TEXT>
<TRIGGER value="ATTACKING" simple_qualifier="self" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_COPY" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
filter:Add(FE_IS_ATTACKING, true)
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local controller = EffectController()
local filter = ClearFilter()
filter:SetFilterType(FILTER_TYPE_PLAYERS)
filter:Add( FE_TEAM, OP_NOT, controller:GetTeam() )
controller:ChooseItem( "CARD_QUERY_CHOOSE_PLAYER_TO_SOLDIER", EffectDC():Make_Targets(1) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local Target_Player = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_PlayerPtr(0)
local Target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
local DelayDC = EffectDC():Make_Chest(1)
if Target ~= nil and DelayDC ~= nil and Target_Player ~= nil then
MTG():PutTokenCopiesOntoBattlefieldTappedAndAttacking( Target, 1, EffectController(), Target_Player, DelayDC:Make_Chest(0) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local DelayDC = EffectDC():Get_Chest(1)
local token_chest = DelayDC:Get_Chest(0)
if token_chest ~= nil then
MTG():CreateDelayedTrigger(1, DelayDC)
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="8">
local DelayDC = EffectDC():Get_Chest(1)
local token_chest = DelayDC:Get_Chest(0)
if token_chest ~= nil then
local token_count = token_chest:Count()
for i = 0, (token_count-1) do
local token = token_chest:Get_NthCardPtr(i)
if token ~= nil then
local characteristics = token:GetCurrentCharacteristics()
characteristics:Badge_Set( BADGE_DIES_AT_END_OF_TURN )
characteristics:AI_SetWorthless()
end
end
end
</CONTINUOUS_ACTION>
<DURATION>
return false
</DURATION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="1">
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_END_OF_TURN
</TRIGGER>
<CLEANUP fire_once="1" />
<RESOLUTION_TIME_ACTION>
local token_chest = EffectDC():Get_Chest(0)
if token_chest ~= nil then
local token_count = token_chest:Count()
for i = 0, (token_count-1) do
local token = token_chest:Get_NthCardPtr(i)
if token ~= nil then
token:Exile()
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dash {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Précipitation {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rapidez {2}{R}{R}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sturmangriff {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Accelerare {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[疾駆{2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[질주 {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Рывок {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Investida {2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[掩袭{2}{R}{R}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[掩襲{2}{R}{R}]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<UTILITY_ABILITY qualifier="Alternate">
<COST mana_cost="{2}{R}{R}" type="Mana" />
<COST type="Generic">
<PREREQUISITE>
return true
</PREREQUISITE>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, EffectSource())
delayDC:Protect_CardPtr(0)
MTG():CreateDelayedTrigger(2, delayDC)
MTG():CreateDelayedTrigger(4, delayDC)
end
</RESOLUTION_TIME_ACTION>
</COST>
<ABILITY_TEXT tag="CARD_QUERY_PAY_DASH_COST" />
</UTILITY_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2" linked_ability_group="1">
<CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
<TRIGGER value="SPELL_RESOLVED">
return TriggerObject() == EffectDC():Get_CardPtr(0)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
LinkedDC():Set_Int(10, 0)
local delayDC = EffectDC():Make_Chest(1)
MTG():CreateDelayedTrigger(3, delayDC)
MTG():CreateDelayedTrigger(5, delayDC)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="3" priority="-1" linked_ability_group="1">
<CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_END_OF_TURN
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
LinkedDC():Set_Int(10, 1)
EffectSource():PutInHand()
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="4">
<CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HASTE, 1)
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="5" linked_ability_group="1" forced_skip="1">
<CLEANUP simple_cleanup="EndOfTurn" fire_once="1" />
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD">
return LinkedDC():Get_Int(10) == 0 and TriggerObject() == EffectSource()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
MTG():RemoveDelayedTrigger(3)
</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" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[15-02-15]]></DATE>
</CARD_V2>
Last edited by Xander9009 on 21 Feb 2015, 21:46, edited 1 time in total.
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Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
- Location: Indiana, United States
- Has thanked: 121 times
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Re: Formal Request Thread
by Xander9009 » 16 Feb 2015, 18:59
Kithkin wrote:May I request Cascade Bluffs? It is the only card missing from a deck I am about to recreate. Thanks.
- Cascade Bluffs - Untested | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CASCADE_BLUFFS_MM_CW_153433" />
<CARDNAME text="CASCADE_BLUFFS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cascade Bluffs]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Saillies de la cascade]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Riscos de la cascada]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Uferklippen-Wasserfall]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cascata a Precipizio]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[滝の断崖]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Cascade Bluffs]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Скальные Водопады]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ribanceiras da Cascata]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[飞瀑绝壁]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Cascade Bluffs]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="153433" />
<ARTID value="CW153433" />
<ARTIST name="Brandon Kitkouski" />
<CASTING_COST cost="" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les voyageurs se baignent dans la cascade pour se laver des malédictions des puccas qui rôdent dans les parages.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los viajeros se bañan en la cascada para lavar las maldiciones de las puca que acechan cerca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Reisende baden in den Fällen, um die Flüche der in der Nähe lauernden Phookas abzuwaschen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[I viaggiatori si immergono nelle cascate per lavare via le maledizioni dei puca che si nascondono nelle vicinanze.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[旅人は滝壺に沐浴し、近くをうろつくプーカからの呪いを洗い流す。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Путники купаются в водопадах, чтобы смыть проклятия притаившихся поблизости пука.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os viajantes banham-se nas cascatas para remover as maldições dos pucas à espreita nas vizinhanças.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[旅人在瀑布中沐浴,好涤清附近出没的铺卡所施之诅咒。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Land" />
<EXPANSION value="EVE" />
<RARITY metaname="R" />
<ACTIVATED_ABILITY forced_skip="1">
<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>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{1}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{1}到你的魔法力池中。]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Produce( "{1}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
S_DisplayManaPool(EffectController())
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<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="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{h}, {T}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{h}, {T} : Ajoutez {U}{U}, {U}{R} ou {R}{R} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{h}, {T}: Agrega {U}{U}, {U}{R}, o {R}{R} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{h}, {T}: Erhöhe deinen Manavorrat um {U}{U}, {U}{R} oder {R}{R}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{h}, {T}: Aggiungi {U}{U}, {U}{R} o {R}{R} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{h}, {T}:あなたのマナ・プールに{U}{U}か{U}{R}か{R}{R}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{h}, {T}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{h}, {T}: добавьте {U}{U}, {U}{R} или {R}{R} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{h}, {T}: Adicione {U}{U}, {U}{R} ou {R}{R} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{h},{T}:加{U}{U},{U}{R},或{R}{R}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{h}, {T}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool.]]></LOCALISED_TEXT>
<COST mana_cost="{h}" type="Mana" />
<COST type="TapSelf" />
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="CASCADE_BLUFFS_MODE_PRODUCE_UU" index="1" />
<MODE tag="CASCADE_BLUFFS_MODE_PRODUCE_UR" index="2" />
<MODE tag="CASCADE_BLUFFS_MODE_PRODUCE_RR" index="3" />
</MODE_SELECT>
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="1">
RSN_Produce( "{U}", 2 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
RSN_Produce( "{U}{R}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="3">
RSN_Produce( "{R}", 2 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
S_DisplayManaPool(EffectController())
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<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="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{1}{R}{U}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
oCard:GetCurrentCharacteristics():GrantAbility( 0 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[15-02-15]]></DATE>
</CARD_V2>
Last edited by Xander9009 on 17 Feb 2015, 16:52, edited 2 times in total.
_______________________________
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
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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 RiiakShiNal » 16 Feb 2015, 22:22
For Cascade Bluffs your can produce and TOKEN_REGISTRATIONs are wrong. For the can produce you have
{G}{W} when it should be
{U}{R}. For the TOKEN_REGISTRATIONs you have white and green when you should have blue and red (this will cause crashes if not fixed).


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- RiiakShiNal
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Re: Formal Request Thread
by Xander9009 » 17 Feb 2015, 17:53
Happened upon TFM's Prossh, Skyraider of Kher when looking for something else. Turns out, yeah, that's how he did it, too, more or less.
- Marath, Will of the Wild - Untested | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MARATH_WILL_OF_THE_WILD_376404" />
<CARDNAME text="MARATH_WILL_OF_THE_WILD" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Marath, Will of the Wild]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marath, Volonté de la Nature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Marath, instinto de la naturaleza]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Marath, Wille der Wildnis]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Marath, Volontà della Selva]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[野生の意志、マラス]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Marath, Will of the Wild]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Marath, Will of the Wild]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Marath, Will of the Wild]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Marath, Will of the Wild]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Marath, Will of the Wild]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="376404" />
<ARTID value="376404" />
<ARTIST name="Tyler Jacobson" />
<CASTING_COST cost="{R}{G}{W}" />
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Elemental" />
<SUB_TYPE metaname="Beast" />
<EXPANSION value="C13" />
<RARITY metaname="C" />
<POWER value="0" />
<TOUGHNESS value="0" />
<SPELL_ABILITY linked_ability_group="1">
<PLAY_TIME_ACTION>
-- Save the amount of mana available just before casting this card
LinkedDC():Set_Int( 0, EffectController():GetTotalMana() )
</PLAY_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marath, Volonté de la Nature arrive sur le champ de bataille avec, sur lui, un nombre de marqueurs +1/+1 égal à la quantité de mana dépensée pour le lancer.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Marath, instinto de la naturaleza entra al campo de batalla con un número de contadores +1/+1 sobre él igual a la cantidad de maná usada para lanzarlo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Marath, Wille der Wildnis, kommt mit so vielen +1/+1-Marken ins Spiel, wie Mana bezahlt wurde, um ihn zu wirken.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Marath, Volontà della Selva entra nel campo di battaglia con un numero di segnalini +1/+1 pari al mana speso per lanciarlo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[野生の意志、マラスは、これを唱えるのに支払われたマナの点数に等しい数の+1/+1カウンターが置かれた状態で戦場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.]]></LOCALISED_TEXT>
<TRIGGER value="SPELL_PLAYED" simple_qualifier="self">
-- The previously saved amount minus the current amount of available mana gives the mana spent to cast this card
EffectDC():Set_Int( 0, LinkedDC():Get_Int(0) - EffectController():GetTotalMana() )
return true
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local Counters = EffectDC():Get_Int(0)
if Counters > 0 then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), Counters)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{X}, Remove X +1/+1 counters from Marath: Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{X}, retirez X marqueurs +1/+1 de Marath, Volonté de la Nature : Choisissez l’un — Mettez X marqueurs +1/+1 sur une créature ciblée ; ou Marath inflige X blessures à une cible, créature ou joueur ; ou mettez sur le champ de bataille un jeton de créature X/X verte Élémental.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{X}, remover X contadores +1/+1 de Marath: Elige uno: Pon X contadores +1/+1 sobre la criatura objetivo; o Marath hace X puntos de daño a la criatura o jugador objetivo; o pon en el campo de batalla una ficha de criatura Elemental verde X/X.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{X}, entferne X +1/+1-Marken von Marath: Bestimme eines — Lege X +1/+1-Marken auf eine Kreatur deiner Wahl; oder Marath fügt einer Kreatur oder einem Spieler deiner Wahl X Schadenspunkte zu; oder bringe einen X/X grünen Elementarwesen-Kreaturenspielstein ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{X}, Rimuovi X segnalini +1/+1 da Marath: Scegli uno — Metti X segnalini +1/+1 su una creatura bersaglio; oppure Marath infligge X danni a una creatura o a un giocatore bersaglio; oppure metti sul campo di battaglia una pedina creatura Elementale X/X verde.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{X}, 野生の意志、マラスの上から+1/+1カウンターをX個取り除く: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。それの上に+1/+1カウンターをX個置く。」「クリーチャー1体かプレイヤー1人を対象とする。野生の意志、マラスはそれにX点のダメージを与える。」「緑のX/Xのエレメンタル・クリーチャー・トークンを1体戦場に出す。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{X}, Remove X +1/+1 counters from Marath: Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{X}, Remove X +1/+1 counters from Marath: Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{X}, Remove X +1/+1 counters from Marath: Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{X}, Remove X +1/+1 counters from Marath: Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{X}, Remove X +1/+1 counters from Marath: Choose one —]]></LOCALISED_TEXT>
<COST mana_cost="{X}" type="Mana" />
<COST type="Generic">
<PREREQUISITE>
return EffectSource():CountCounters(MTG():PlusOnePlusOneCounters()) > 0 and EffectController():GetTotalMana() > 0
</PREREQUISITE>
<RESOLUTION_TIME_ACTION>
local controller = EffectController()
if controller ~= nil then
local total_mana = controller:GetTotalMana()
if total_mana > 0 then
local max_amount = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
if total_mana < max_amount then
max_amount = total_mana
end
min_amount = 1
controller:BeginNewNumericalChoice()
controller:AddNumericalChoiceAnswer(min_amount)
controller:AddNumericalChoiceAnswer(max_amount)
controller:AskNumericalChoiceQuestion("CARD_QUERY_MARATH_WILL_OF_THE_WILD")
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local controller = EffectController()
if controller ~= nil then
local total_mana = controller:GetTotalMana()
if total_mana > 0 then
local decision = controller:GetNumericalChoiceResult()
if controller ~= nil and controller:CanPayManaCost("{"..decision.."}") and EffectSource():CountCounters(MTG():PlusOnePlusOneCounters()) >= decision then
controller:PayManaCost("{"..decision.."}")
EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), decision )
EffectDC():Set_Int(0, decision)
end
end
end
</RESOLUTION_TIME_ACTION>
</COST>
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="MODE_MARATH_WILL_OF_THE_WILD_ADD_COUNTERS" index="1" />
<MODE tag="MODE_MARATH_WILL_OF_THE_WILD_DEAL_DAMAGE" index="2" />
<MODE tag="MODE_MARATH_WILL_OF_THE_WILD_CREATE_TOKEN" index="3" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_PLUS1_PLUS1_COUNTERS" definition="1" compartment="1" mode="1" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1">
local Target = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
local Count = EffectDC():Get_Int(0)
if Target ~= nil and Count > 0 then
Target:AddCounters( MTG():PlusOnePlusOneCounters(), Count )
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_DEAL_DAMAGE" definition="2" compartment="2" mode="2" count="1" />
<TARGET_DEFINITION id="2">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="2">
local target_creature = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_CardPtr(0)
local target_player = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_PlayerPtr(0)
local Count = EffectDC():Get_Int(0)
if ( target_creature ~= nil and Count > 0 ) then
EffectSourceLKI():DealDamageTo( Count, target_creature )
elseif ( target_player ~= nil and Count > 0 ) then
EffectSourceLKI():DealDamageTo( Count, target_player )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="3">
local Count = EffectDC():Get_Int(0)
if Count > 0 then
MTG():PutPTTokensOntoBattlefield( "TOKEN_ELEMENTAL_C_X_X_G_CW_1", 1, EffectController(), Count, Count )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ALLIED_ONLY" />
<AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<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="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• Put X +1/+1 counters on target creature. X can’t be 0.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• Marath deals X damage to target creature or player. X can’t be 0.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[• Put an X/X green Elemental creature token onto the battlefield. X can’t be 0.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELEMENTAL_C_X_X_G_CW_1" />
<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" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[17-02-15]]></DATE>
</CARD_V2>
I've been working on Pull from Eternity, but it's giving me problems (as expected). I've got a manager with a chest storing all of the exiled cards. The problem is that the cards aren't being removed when they leave the exile zone. (This is just on the manager, not Pull from Eternity itself, yet. I haven't done ANYTHING with that card except make its framework and the manager creation code.)
The problem is that the trigger doesn't fire at all. I'm not sure how to do this with no trigger. Except maybe setup a trigger for a card entering any zone and check where it came from?
- _MANAGER_EXILE | Open
- Code: Select all
<TRIGGERED_ABILITY forced_skip="1">
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_EXILE" from_zone="ZONE_ANY">
if TriggerObject():GetOwner() ~= EffectController() then
return false
end
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST) --9009001
if ObjectDC == nil then
ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Make_Chest(CW_EXILE_CHEST)
end
if ObjectDC ~= nil then
local Count = ObjectDC:Count()
ObjectDC:Set_CardPtr(Count, TriggerObject())
--EffectController():DisplayMessage("Trigger - Count:" .. Count .. " - Name:" .. ObjectDC:Get_CardPtr(Count):GetCardName())
ObjectDC:Protect_CardPtr(Count)
end
return true
</TRIGGER>
<RESOLUTION_TIME_ACTION>
--EffectController():DisplayMessage("Added card: " .. TriggerObjectLKI():GetCardName())
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST)
if ObjectDC ~= nil then
--EffectController():DisplayMessage("Valid Chest")
local Count = ObjectDC:Count()
if Count > 0 then
--EffectController():DisplayMessage("Valid Count: " .. Count)
for i=0,Count-1 do
--EffectController():DisplayMessage("Iterating Chest - i: " .. i)
local Card = ObjectDC:Get_CardPtr(i)
if Card ~= nil then
--EffectController():DisplayMessage("4")
--EffectController():DisplayMessage("Card[" .. i .. "]: " .. Card:GetCardName() .. " - Count:" .. Count)
else
--EffectController():DisplayMessage("4.1 - i:" .. i .. " - Count:" .. Count)
end
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY forced_skip="1">
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_ANY" from_zone="ZONE_EXILE">
if TriggerObject():GetOwner() ~= EffectController() then
return false
end
EffectController():DisplayMessage("Removing: " .. TriggerObject():GetCardName())
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST)
if ObjectDC ~= nil then
<!-- local Finished = false
while Finished == false do
local Count = ObjectDC:Count()
if Count > 0 then
for i=0,Count-1 do
local Card = ObjectDC:Get_CardPtr(i)
if Card ~= nil and Card == TriggerObject() then
for j=i,Count-1 do
local NextCard = ObjectDC:Get_CardPtr(j+1)
if NextCard ~= nil then
ObjectDC:Set_CardPtr(j, NextCard)
ObjectDC:Protect_CardPtr(j)
else
ObjectDC:Set_CardPtr(j, nil)
end
end
i = Count+1
end
end
end
if i == Count then
Finished = true
end
end
--> end
return true
</TRIGGER>
<RESOLUTION_TIME_ACTION>
--EffectController():DisplayMessage("Removed card: " .. TriggerObjectLKI():GetCardName())
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST)
if ObjectDC ~= nil then
--EffectController():DisplayMessage("Valid Chest")
local Count = ObjectDC:Count()
if Count > 0 then
--EffectController():DisplayMessage("Valid Count: " .. Count)
for i=0,Count-1 do
--EffectController():DisplayMessage("Iterating Chest - i: " .. i)
local Card = ObjectDC:Get_CardPtr(i)
if Card ~= nil then
--EffectController():DisplayMessage("4")
EffectController():DisplayMessage("Card[" .. i .. "]: " .. Card:GetCardName() .. " - Count:" .. Count)
else
EffectController():DisplayMessage("4.1 - i:" .. i .. " - Count:" .. Count)
end
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
EDIT: I forgot to mention Cream of the Crop is also done and will be available in the next CW update. It and Marath are both untested and on my to do list for testing.
- Cream of the Crop - Untested | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CREAM_OF_THE_CROP_CW_157423" />
<CARDNAME text="CREAM_OF_THE_CROP" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cream of the Crop]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le meilleur de la cueillette]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lo mejor de la cosecha]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Das Beste vom Besten]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scrematura del Raccolto]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[粒選りの収穫]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Cream of the Crop]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Лучшее из Лучшего]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fina Nata]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="157423" />
<ARTID value="CW157423" />
<ARTIST name="Howard Lyon" />
<CASTING_COST cost="{1}{G}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="MOR" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature enters the battlefield under your control, you may look at the top X cards of your library, where X is that creature’s power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature arrive en jeu sous votre contrôle, vous pouvez regarder les X cartes du dessus de votre bibliothèque, X étant la force de cette créature. Si vous faites ainsi, mettez une de ces cartes au-dessus de votre bibliothèque et le reste, au-dessous de votre bibliothèque dans l’ordre de votre choix.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una criatura entre en juego bajo tu control, puedes mirar las primeras X cartas de tu biblioteca, donde X es la fuerza de esa criatura. Si lo haces, pon una de esas cartas en la parte superior y el resto en el fondo de tu biblioteca en cualquier orden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur unter deiner Kontrolle ins Spiel kommt, kannst du dir die obersten X Karten deiner Bibliothek anschauen, wobei X gleich der Stärke der Kreatur ist. Falls du dies tust, lege eine dieser Karten oben auf deine Bibliothek und den Rest in beliebiger Reihenfolge unter deine Bibliothek.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura entra nel campo di battglia sotto il tuo controllo, puoi guardare le prime X carte del tuo grimorio, dove X è la forza di quella creatura. Se lo fai, metti una di queste carte in cima al tuo grimorio e il resto in fondo al tuo grimorio in qualsiasi ordine.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかのクリーチャーがあなたのコントロール下で場に出るたび、あなたはあなたのライブラリーの一番上からX枚のカードを見てもよい。Xはそのクリーチャーのパワーに等しい。 そうした場合、それらのカードのうち1枚をあなたのライブラリーの一番上に置き、残りをあなたのライブラリーの一番下に望む順番で置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a creature enters the battlefield under your control, you may look at the top X cards of your library, where X is that creature’s power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда существо входит в игру под вашим контролем, вы можете посмотреть X верхних карт вашей библиотеки, где X значение силы того существа. Если вы это делаете, положите одну из тех карт на верх вашей библиотеки, а остальные в низ вашей библиотеки в любом порядке.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma criatura entra em jogo sob seu controle, você pode olhar X cards do topo de seu grimório, sendo X igual ao poder daquela criatura. Se fizer isso, coloque um desses cards no topo de seu grimório e o restante no fundo deste em qualquer ordem.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE )
</TRIGGER>
<MAY />
<RESOLUTION_TIME_ACTION>
local Power = TriggerObjectLKI():GetCurrentPower()
if Power > 0 then
local AnswerDC = EffectDC():Make_Targets(0)
local QueryDC = EffectDC():Make_Chest(1)
local Player = EffectController()
local num_creatures = 0
for i=0,(Power-1) do
local Card = Player:Library_GetNth(i)
if Card ~= nil then
-- put the Card into the QueryDC
QueryDC:Set_CardPtr(i, Card)
else
-- no more cards, so stop early
break
end
end
Player:ChooseItemFromDC( "CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_BATTLEFIELD", QueryDC, AnswerDC )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
-- All chosen cards will have been put into hand by now, so will have been wiped from the QueryDC.
-- Choosing an ordering is outside the scope of Duels
local QueryDC = EffectDC():Get_Chest(1)
local CardCount = QueryDC:Count()
local ChosenCard = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if ChosenCard ~= nil then
for i=0,CardCount-1 do
local Card = QueryDC:Get_CardPtr(i)
if Card ~= nil and Card ~= ChosenCard then
Card:PutOnBottomOfLibrary()
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local ChosenCard = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if ChosenCard ~= nil then
ChosenCard:PutOnTopOfLibrary()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[17-02-15]]></DATE>
</CARD_V2>
_______________________________
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 » 18 Feb 2015, 04:55
Alright, so I've got a working Pull from Eternity. It took a lot of tinkering, but I've tested it in a four player game with everyone but me (I've tested my own cards a lot) with at least one card in exile. One player had two exiled: one just exiled, the other under my Oblivion Ring. Checked each player in turn, and it showed me the correct cards, including the one attached to Oblivion Ring. It can properly only be played if at least one card is exiled. It does alloy the choice to be changed because there's a cancel button (which I even tested both before choosing a player and after but before choosing the card). This does work with cards like Flicker.
The only known problem is that the card specifies face-up, but while I have an idea for that, it's not yet implemented. The only way I can think of to manage that is to add another chest for face-down creatures, and alter all cards that exile face-down to add the exiled cards to this chest for the duration of their exile, and then check against that chest. I'll work on getting this last bit corrected tomorrow. For now, I've gone ahead and included it in the CW. (If you look in the functions file, you'll see I was originally planning to go the characteristic route. I guess we'll see.)
Also learned you apparently can't use a FE_LUA_CONDITION in an AVAILABILITY block. That was an unexpected issue. It might have been something else, seeing as there were still multiple problems even after changing that, but I couldn't make any progress until I changed the way that block checks from using the same filter as the PLAY_TIME_ACTION (except I simply counted the filtered players in the AVAILABILITY block, of course).
NOTE: Do NOT use this code without changing ALL function names, constant names, constant values, filenames, and cardnames. Any exile handling in the future for the CW will be handled with this system, now that it's working. (Of course, using the functions and constants is fine. Just don't include the lol contents if doing so. Require the CW.)
The only known problem is that the card specifies face-up, but while I have an idea for that, it's not yet implemented. The only way I can think of to manage that is to add another chest for face-down creatures, and alter all cards that exile face-down to add the exiled cards to this chest for the duration of their exile, and then check against that chest. I'll work on getting this last bit corrected tomorrow. For now, I've gone ahead and included it in the CW. (If you look in the functions file, you'll see I was originally planning to go the characteristic route. I guess we'll see.)
Also learned you apparently can't use a FE_LUA_CONDITION in an AVAILABILITY block. That was an unexpected issue. It might have been something else, seeing as there were still multiple problems even after changing that, but I couldn't make any progress until I changed the way that block checks from using the same filter as the PLAY_TIME_ACTION (except I simply counted the filtered players in the AVAILABILITY block, of course).
NOTE: Do NOT use this code without changing ALL function names, constant names, constant values, filenames, and cardnames. Any exile handling in the future for the CW will be handled with this system, now that it's working. (Of course, using the functions and constants is fine. Just don't include the lol contents if doing so. Require the CW.)
- CW_EXILE_FUNCTIONS | Open
- Code: Select all
-------------------------
--File Info--------------
-------------------------
--Author: Xander9009
--Created: 17-02-15
--Updated: 17-02-15
--A set of functions for working with the "_MANAGER_EXILE" card to create, maintain, and use a chest for tracking the cards currently in exile for each player.
--Inspiration taken from the layout
-------------------------
--Chest Registers--------
-------------------------
CW_EXILE_CHEST = 90090001 -- The RSN_ObjectDC constant on the Exile Manager
CW_EXILE_CHEST_TEMP = 90090002 -- The RSN_ObjectDC constant on the Exile Manager used to store main chest while removing elements
-------------------------
--Characteristics--------
-------------------------
CW_EXILE_CHARACTERISTIC_FACE_DOWN = 90091001 -- RSN_FAKE_CHARACTERISTICS constant for storing and retrieving an exiled card's face-down status
-------------------------
--Function List----------
-------------------------
----CW_GetExileDC()
--Returns Effect Controller's exile chest.
--Input: None
--Output: DataChest
----CW_GetPlayerExileDC(oPlayer)
--Retrieves the Exile Manager token controlled by given player and returns that manager's Exile Chest.
--Input: Player
--Output: DataChest
----CW_GetAllExileDCs()
--Returns a single Data Chest containing each player's Exile Chest as returned by CW_GetPlayerExileDC.
--Input: None
--Output: DataChest containing DataChests (one sub-chest per player)
----CW_GetAllExileChestContents()
--Returns a Data Chest containing all cards from all Exile Chests as returned by CW_GetAllExileDCs.
--Input: None
--Output: DataChest
-------------------------
--Functions Definitions--
-------------------------
--Returns Effect Controller's exile chest.
--Input: None
--Output: DataChest
CW_GetExileDC = function()
return CW_GetPlayerExileDC( EffectController() )
end
--Retrieves the Exile Manager token controlled by given player and returns that manager's Exile Chest.
--Input: Player
--Output: DataChest
CW_GetPlayerExileDC = function( oPlayer )
if oPlayer ~= nil then
local oFilter = ClearFilter()
oFilter:Add( FE_CARD_NAME, OP_IS, "_MANAGER_EXILE" )
oFilter:Add( FE_CONTROLLER, OP_IS, oPlayer )
local iCount = oFilter:EvaluateObjects()
if iCount > 0 then
local oManager = oFilter:GetNthEvaluatedObject(0)
if oManager ~= nil then
local oObjectDC = RSN_GetObjectDC(oManager)
if oObjectDC ~= nil then
local oExileDC = oObjectDC:Get_Chest( CW_EXILE_CHEST )
if oExileDC ~= nil then
return oExileDC
end
end
end
end
end
return nil
end
--Returns a single Data Chest containing each player's Exile Chest as returned by CW_GetPlayerExileDC.
--Input: None
--Output: DataChest containing DataChests (one sub-chest per player)
CW_GetAllExileDCs = function()
local iNumPlayers = MTG():GetNumberOfPlayers()
local oExileDDC = MTG():DuelDataChest():Get_Chest( CW_EXILE_CHEST )
if (oExileDDC == nil) then
oExileDDC = MTG():DuelDataChest():Make_Chest( CW_EXILE_CHEST )
end
if oExileDDC ~= nil then
oExileDDC:Clear()
for i=0,iNumPlayers-1 do
local oPlayer = MTG():GetNthPlayer(i)
if oPlayer ~= nil then
local oExileDC = CW_GetPlayerExileDC( oPlayer )
if oExileDC ~= nil then
oExileDDC:Make_Chest(i):CopyFrom( oExileDC )
end
end
end
end
return oExileDDC
end
--Returns a Data Chest containing all cards from all Exile Chests as returned by CW_GetAllExileDCs.
--Input: None
--Output: DataChest
CW_GetAllExileChestContents = function()
local iNumPlayers = MTG():GetNumberOfPlayers()
local oExileDDC = MTG():DuelDataChest():Get_Chest( CW_EXILE_CHEST )
if (oExileDDC == nil) then
oExileDDC = MTG():DuelDataChest():Make_Chest( CW_EXILE_CHEST )
end
if oExileDDC ~= nil then
oExileDDC:Clear()
local iExileDDCIndex = 0
for i=0,iNumPlayers-1 do
local oPlayer = MTG():GetNthPlayer(i)
if oPlayer ~= nil then
local oExileDC = CW_GetPlayerExileDC( oPlayer )
if oExileDC ~= nil then
local iCount = oExileDC:Count()
if iCount > 0 then
for j=0,iCount-1 do
local oCard = oExileDC:Get_CardPtr(j)
if oCard ~= nil then
oExileDDC:Set_CardPtr(iExileDDCIndex, oCard)
oExileDDC:Protect_CardPtr(iExileDDCIndex)
iExileDDCIndex = iExileDDCIndex + 1
end
end
end
end
end
end
end
return oExileDDC
end
- _MANAGER_EXILE | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="_MANAGER_EXILE" />
<CARDNAME text="_MANAGER_EXILE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[EXILE MANAGER]]></LOCALISED_TEXT>
</TITLE>
<ARTID value="0" />
<ARTIST name="None" />
<CASTING_COST cost="" />
<EXPANSION value="MANAGER_TOKENS" />
<RARITY metaname="T" />
<!-- Shroud so it can't be targeted. -->
<STATIC_ABILITY>
<INTRINSIC characteristic="CHARACTERISTIC_SHROUD" />
</STATIC_ABILITY>
<!-- Indestructible so it can't be destroyed. -->
<STATIC_ABILITY>
<INTRINSIC characteristic="CHARACTERISTIC_INDESTRUCTIBLE" />
</STATIC_ABILITY>
<!-- Protection from everything to prevent unwanted removal. -->
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
if (EffectSource() ~= nil) then
local oFilter = ClearFilter()
local oSubfilter = oFilter:AddSubFilter_Or()
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_INSTANT )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PHENOMENON )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANE )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_SCHEME )
oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_SORCERY )
EffectSource():Protection()
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<!-- Now we have extra abilities for those characteristics which are built into this manager. -->
<!-- In other words these are the functions that make the custom characteristics actually do something. -->
<TRIGGERED_ABILITY forced_skip="1">
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_EXILE" from_zone="ZONE_ANY">
if TriggerObject():GetOwner() ~= EffectController() and TriggerObject():IsToken() == false then
return false
end
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST) --90090001
if ObjectDC == nil then
ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Make_Chest(CW_EXILE_CHEST)
end
if ObjectDC ~= nil then
local Count = ObjectDC:Count()
ObjectDC:Set_CardPtr(Count, TriggerObject())
--EffectController():DisplayMessage("Trigger - Count:" .. Count .. " - Name:" .. ObjectDC:Get_CardPtr(Count):GetCardName())
ObjectDC:Protect_CardPtr(Count)
end
return false --Make true to enable debug messages
</TRIGGER>
<RESOLUTION_TIME_ACTION>
--EffectController():DisplayMessage("R1 - Added card: " .. TriggerObjectLKI():GetCardName())
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST)
if ObjectDC ~= nil then
--EffectController():DisplayMessage("R1 - Valid Chest")
local Count = ObjectDC:Count()
if Count > 0 then
--EffectController():DisplayMessage("R1 - Valid Count: " .. Count)
Count = Count-1
for i=0,Count do
--EffectController():DisplayMessage("R1 - Iterating Chest - i: " .. i)
local Card = ObjectDC:Get_CardPtr(i)
if Card ~= nil then
EffectController():DisplayMessage("R1 - Card[" .. i .. "/" .. Count .. "]: " .. Card:GetCardName())
else
EffectController():DisplayMessage("R1 - 4.1 - i:" .. i .. " - Count:" .. Count)
end
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY forced_skip="1">
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_ANY" from_zone="ZONE_EXILE">
if TriggerObject():GetOwner() ~= EffectController() then
return false
end
--EffectController():DisplayMessage("Removing: " .. TriggerObject():GetCardName())
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST)
if ObjectDC ~= nil then
--EffectController():DisplayMessage("T2 - 1")
local TempChest = RSN_ObjectDC() and RSN_ObjectDC():Make_Chest(CW_EXILE_CHEST_TEMP) --90090002
if TempChest ~= nil then
--EffectController():DisplayMessage("T2 - 2")
TempChest:CopyFrom(ObjectDC)
ObjectDC:Clear()
local ObjectDCIndex = 0
local TempChestCount = TempChest:Count()
local EmptyCount = ObjectDC:Count()
if TempChestCount > 0 then
--EffectController():DisplayMessage("Rebuilding chest - EmptyCount:" .. EmptyCount)
for i=0,TempChestCount-1 do
local Card = TempChest:Get_CardPtr(i)
if Card ~= nil and Card ~= TriggerObject() then
ObjectDC:Set_CardPtr(ObjectDCIndex, Card)
ObjectDC:Protect_CardPtr(ObjectDCIndex)
--EffectController():DisplayMessage("Saved " .. Card:GetCardName() .. " to register [" .. ObjectDCIndex .. "]")
ObjectDCIndex = ObjectDCIndex + 1
else
--EffectController():DisplayMessage("Skipped TempChest[" .. i .. "]")
end
end
local Count = ObjectDC:Count()
--EffectController():DisplayMessage("Rebuilt chest - New Count:" .. Count)
end
end
end
return false --Make true to enable debug messages
</TRIGGER>
<RESOLUTION_TIME_ACTION>
--EffectController():DisplayMessage("R2 - Removed card: " .. TriggerObjectLKI():GetCardName())
local ObjectDC = RSN_ObjectDC() and RSN_ObjectDC():Get_Chest(CW_EXILE_CHEST)
if ObjectDC ~= nil then
--EffectController():DisplayMessage("R2 - Valid Chest")
local Count = ObjectDC:Count()
if Count > 0 then
--EffectController():DisplayMessage("R2 - Valid Count: " .. Count)
Count = Count-1
for i=0,Count do
--EffectController():DisplayMessage("R2 - Iterating Chest - i: " .. i)
local Card = ObjectDC:Get_CardPtr(i)
if Card ~= nil then
EffectController():DisplayMessage("R2 - Card[" .. i .. "/" .. Count .. "]: " .. Card:GetCardName())
else
EffectController():DisplayMessage("R2 - 4.1 - i:" .. i .. " - Count:" .. Count)
end
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
- Pull From Eternity | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="PULL_FROM_ETERNITY_CW_106657" />
<CARDNAME text="PULL_FROM_ETERNITY" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pull from Eternity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Attraction de l’éternité]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Extraer de la eternidad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pull from Eternity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Richiamo dall’Eternità]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[永遠からの引き抜き]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Pull from Eternity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Возврат из Вечности]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Arrancar da Eternidade]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="106657" />
<ARTID value="CW106657" />
<ARTIST name="Ron Spears" />
<CASTING_COST cost="{W}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[It is best to conquer dragons before they hatch.
—Femeref adage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Il vaut toujours mieux vaincre les dragons avant qu’ils n’éclosent.
—Adage fémeiref]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Es mejor lidiar con los dragones antes de que nazcan.
—Adagio femeref]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[It is best to conquer dragons before they hatch.
—Femeref adage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[È meglio sgominare i draghi prima che nascano.
—adagio Femeref]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ドラゴンは孵る前に倒せ。
――フェメレフの諺]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[It is best to conquer dragons before they hatch.
—Femeref adage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Лучше захватить драконов перед тем как они вылупятся»,
Фемерефская поговорка]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[É melhor conquistar os dragões antes que comecem a chocar.
—Provérbio de Femeref]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="TSP" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Put target face-up exiled card into its owner’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mettez la carte face visible ciblée qui est retirée de la partie dans le cimetière de son propriétaire.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pon la carta boca arriba objetivo que está removida del juego en el cementerio de su propietario.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Put target face-up exiled card into its owner’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Metti una carta esiliata a faccia in su bersaglio nel cimitero del suo proprietario.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゲームから取り除かれている表向きのカード1枚を対象とし、それをオーナーの墓地に置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Put target face-up exiled card into its owner’s graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Положите целевую карту, которая удалена из игры, лицом вверх на кладбище владельца.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Coloque o card alvo com a face voltada para cima que foi removido do jogo no cemitério de seu dono.]]></LOCALISED_TEXT>
<AVAILABILITY>
local ExileChest = CW_GetAllExileChestContents()
if ExileChest ~= nil then
return ExileChest:Count() > 0
end
return false
</AVAILABILITY>
<PLAY_TIME_ACTION repeating="1">
local Parity = MTG():GetActionRepCount() % 2
if Parity == 0 then
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
filter:Add( FE_LUA_CONDITION, 1, EffectController(), EffectDC() )
EffectController():ChooseItem("CARD_QUERY_CHOOSE_PLAYER", EffectDC():Make_Targets(0) )
return true
else
local Player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if Player ~= nil then
local ExileDC = CW_GetPlayerExileDC(Player)
if ExileDC ~= nil then
EffectController():ChooseItemFromDC( "CARD_QUERY_CHOOSE_A_CARD_TO_PUT_INTO_OWNERS_GRAVEYARD", ExileDC, EffectDC():Make_Targets(1))
end
end
return false
end
</PLAY_TIME_ACTION>
<FILTER_CONDITION id="1">
if FilteredPlayer() ~= nil then
local ExileDC = CW_GetPlayerExileDC( FilteredPlayer() )
return ExileDC ~= nil and ExileDC:Count() > 0
end
return false
</FILTER_CONDITION>
<RESOLUTION_TIME_ACTION>
local Target = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
if Target ~= nil then
Target:PutInGraveyard()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_LIBRARY">
<TRIGGER value="BEGINNING_OF_STEP">
return ((MTG():GetStep() == STEP_UPKEEP) and (MTG():GetTurnNumber() == 0))
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Characteristics_CreateManagers("_MANAGER_EXILE")
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_HAND">
<TRIGGER value="BEGINNING_OF_STEP">
return ((MTG():GetStep() == STEP_UPKEEP) and (MTG():GetTurnNumber() == 0))
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Characteristics_CreateManagers("_MANAGER_EXILE")
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="_MANAGER_EXILE" />
</CARD_V2>
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
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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 nivmizzet1 » 18 Feb 2015, 07:27
Thanks Xander, I've tested it and it works like a charm (pun intended, lol).Xander9009 wrote:I just tested every one of this code's modes, including targeting a creature and a player with the second ability. I made sure the options were properly grayed out when an option shouldn't be a valid choice. The only thing I didn't test was the creature/player/card becoming invalid by the time it resolves.The only things I intentionally changed were the target acquisition was changed to "local target = EffectDC():Get_Targets(3) and EffectDC():Get_Targets(3):Get_CardPtr(0)" format and I changed all IDs and compartments to match the mode to avoid any confusion. I don't know if one of those changes fixed it or if there's something else at play, but that code works for me.
- Darigaaz's Charm | Open
- Code: Select all
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Choose one —]]></LOCALISED_TEXT>
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="MODE_DAR_RETURN" index="1" />
<MODE tag="MODE_DAR_DAMAGE" index="2" />
<MODE tag="MODE_DAR_PUMP" index="3" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_RETURN_TO_HAND" definition="1" compartment="1" mode="1" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1">
local target = EffectDC():Get_Targets(1) and EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
target:PutInHand()
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_DEAL_3_DAMAGE" definition="2" compartment="2" mode="2" count="1" />
<TARGET_DEFINITION id="2">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="2">
local target_creature = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_CardPtr(0)
local target_player = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_PlayerPtr(0)
if ( target_creature ~= nil ) then
EffectSourceLKI():DealDamageTo( 3, target_creature )
elseif ( target_player ~= nil ) then
EffectSourceLKI():DealDamageTo( 3, target_player )
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_3_3" definition="3" compartment="3" mode="3" count="1" />
<TARGET_DEFINITION id="3">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<CONTINUOUS_ACTION layer="7C" mode="3">
local target = EffectDC():Get_Targets(3) and EffectDC():Get_Targets(3):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" />
<AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
<AI_SIMPLIFIED_TARGETING compartment="3" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
______________________________________
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
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Re: Formal Request Thread
by Zambooo » 18 Feb 2015, 12:28
if you got some time I would need help with "Pulmonic Sliver". I've opened a post myself in "Programming Talk" (viewtopic.php?f=63&t=16766&p=173438#p173391)
Re: Formal Request Thread
by Artificer- » 20 Feb 2015, 11:31
I have a request Circle of protection complete set.
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Re: Formal Request Thread
by migookman » 21 Feb 2015, 05:51
The Community wad should have all of the CoP set.
Re: Formal Request Thread
by Xander9009 » 21 Feb 2015, 17:59
Artificer- wrote:I have a request Circle of protection complete set.
Yes, it does.migookman wrote:The Community wad should have all of the CoP set.
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Re: Formal Request Thread
by dantar » 21 Feb 2015, 20:59
A couple of the only requests I've come across:
Hero's Blade (Fate Reforged)
Noxious Ghoul (Planechase, Legions)
Hero's Blade (Fate Reforged)
Noxious Ghoul (Planechase, Legions)
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Re: Formal Request Thread
by Xander9009 » 21 Feb 2015, 21:41
These will also be available in the next CW update.dantar wrote:A couple of the only requests I've come across:
Hero's Blade (Fate Reforged)
Noxious Ghoul (Planechase, Legions)
- Hero's Blade - Untested | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="HEROS_BLADE_909391852" />
<CARDNAME text="HEROS_BLADE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hero’s Blade]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lame du héros]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Acero del héroe]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Klinge des Helden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lama dell’Eroe]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[英雄の刃]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영웅의 칼]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Клинок Героя]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lâmina do Herói]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[英雄宝刃]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[英雄寶刃]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="391852" />
<ARTID value="909391852" />
<ARTIST name="Aaron Miller" />
<CASTING_COST cost="{2}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The best swords are forged with dragonfire.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les meilleures épées sont forgées dans le feu des dragons.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las mejores espadas están forjadas con fuegodragón.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die besten Schwerter werden mit Drachenfeuer geschmiedet.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le spade migliori sono forgiate con fuoco draconico.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[最高の剣は龍火によって鍛えられる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[최고급 검은 용의 불로 벼려진다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Лучшие мечи куют в драконьем огне.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As melhores espadas são forjadas com fogo dragônico.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[最好的剑刃乃是经龙炎锤炼而成。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[最好的劍刃乃是經龍炎錘煉而成。]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Artifact" />
<SUB_TYPE metaname="Equipment" />
<EXPANSION value="FRF" />
<RARITY metaname="U" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equipped creature gets +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature équipée gagne +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura equipada obtiene +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die ausgerüstete Kreatur erhält +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura equipaggiata prende +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーは+3/+2の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[장착된 생물은 +3/+2를 받는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снаряженное существо получает +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura equipada recebe +3/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[佩带此武具的生物得+3/+2。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[佩帶此武具的生物得+3/+2。]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
if EffectSource()~= nil then
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 3 )
parent:GetCurrentCharacteristics():Toughness_Add( 2 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a legendary creature enters the battlefield under your control, you may attach Hero’s Blade to it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature légendaire arrive sur le champ de bataille sous votre contrôle, vous pouvez lui attacher la Lame du héros.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una criatura legendaria entre al campo de batalla bajo tu control, puedes anexarle el Acero del héroe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine legendäre Kreatur unter deiner Kontrolle ins Spiel kommt, kannst du die Klinge des Helden an diese Kreatur anlegen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura leggendaria entra nel campo di battaglia sotto il tuo controllo, puoi assegnarle la Lama dell’Eroe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[伝説のクリーチャーが1体あなたのコントロール下で戦場に出るたび、あなたは英雄の刃をそれにつけてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[전설적 생물이 당신의 조종하에 전장에 들어올 때마다, 당신은 그 생물에 영웅의 칼을 부착할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда легендарное существо выходит на поле битвы под вашим контролем, вы можете прикрепить к нему Клинок Героя.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma criatura lendária entra no campo de batalha sob seu controle, você pode anexar Lâmina do Herói a ela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一个传奇生物在你的操控下进战场时,你可以将英雄宝刃装备于其上。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當一個傳奇生物在你的操控下進戰場時,你可以將英雄寶刃裝備於其上。]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetSuperType():Test( SUPERTYPE_LEGENDARY ) and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE )
</TRIGGER>
<MAY always_prompt="1" />
<RESOLUTION_TIME_ACTION>
local target_card = TriggerObject()
if target_card ~= nil and EffectSource() ~= nil then
EffectSource():Attach( target_card )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equip {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équipement {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equipar {4}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausrüsten {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equipaggiare {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備{4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[장착 {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снарядить {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equipar {4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[佩带{4}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[佩帶{4}]]></LOCALISED_TEXT>
<COST mana_cost="{4}" type="Mana" />
<AVAILABILITY sorcery_time="1" />
<AI_AVAILABILITY type="restriction" restriction_type="equip" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP" 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>
<RESOLUTION_TIME_ACTION>
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target_card ~= nil and EffectSource() ~= nil then
EffectSource():Attach( target_card )
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP>
return EffectDC():Get_Targets(0):Get_CardPtr(0) == nil
</AUTO_SKIP>
</ACTIVATED_ABILITY>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[21-02-15]]></DATE>
</CARD_V2>
- Noxious Ghoul - Untested | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="NOXIOUS_GHOUL_909205420" />
<CARDNAME text="NOXIOUS_GHOUL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Noxious Ghoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Goule délétère]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Necrófago nocivo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schädlingsghul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ghoul Velenoso]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Noxious Ghoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Noxious Ghoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Noxious Ghoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Carniçal Mefítico]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Noxious Ghoul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Noxious Ghoul]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="205420" />
<ARTID value="205420" />
<ARTIST name="Luca Zontini" />
<CASTING_COST cost="{3}{B}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Plague and death wrapped in one convenient package.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand peste et mort font bon ménage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Peste y muerte envueltas en un paquete práctico.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Seuchen und Tod im praktischen Doppelpack.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pestilenza e morte in un’unica, conveniente confezione.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Plague and death wrapped in one convenient package.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Plague and death wrapped in one convenient package.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Plague and death wrapped in one convenient package.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Praga e morte virem embaladas num pacote conveniente.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Plague and death wrapped in one convenient package.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Plague and death wrapped in one convenient package.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Zombie" />
<EXPANSION value="HOP" />
<RARITY metaname="U" />
<POWER value="3" />
<TOUGHNESS value="3" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que la Goule délétère ou un autre zombie arrive en jeu, toutes les créatures non-zombie gagnent -1/-1 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Necrófago nocivo u otro Zombie entre en juego, todas las criaturas que no sean Zombies obtienen -1/-1 hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Schädlingsghul oder ein anderer Zombie ins Spiel kommt, erhalten alle nicht-Zombie-Kreaturen -1/-1 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Ghoul Velenoso o un altro Zombie entrano in gioco, tutte le creature non Zombie prendono -1/-1 fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Carniçal Mefítico ou outro Zumbi entrar em jogo, todas as criaturas que não forem Zumbis recebem -1/-1 até o final do turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetSubType():Test( CREATURE_TYPE_ZOMBIE ) and TriggerObject() ~= EffectSource()
</TRIGGER>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_SUBTYPE, OP_NOT, CREATURE_TYPE_ZOMBIE )
</FILTER>
<CONTINUOUS_ACTION filter_id="0" layer="7C">
local creature = FilteredCard()
if creature ~= nil then
creature:GetCurrentCharacteristics():Power_Add( -1 )
creature:GetCurrentCharacteristics():Toughness_Add( -1 )
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" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[21-02-15]]></DATE>
</CARD_V2>
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Re: Formal Request Thread
by Artificer- » 22 Feb 2015, 01:31
That's rune of protection. Circle of protection Is Different minus the cycle ability.Xander9009 wrote:Artificer- wrote:I have a request Circle of protection complete set.Yes, it does.migookman wrote:The Community wad should have all of the CoP set.
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Re: Formal Request Thread
by dantar » 22 Feb 2015, 04:33
I have them in my Community Wad. When was the last time you updated yours, Artificer? Also try clearing all filters, for some reason more cards showed up for me when I did that even though I never set any filters.
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