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Magic: The Gathering - Duels of the Planeswalkers
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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by zysron » 19 Mar 2015, 00:16
oh i just thought of something... that addon for manual tap mana... how does it really affect the game?
is it possible to add a constant effect (i.e.: if there is a land on the field constantly show mana pool for turn player?) or maybe inserting an emblum ability.( when you tap for mana if you dont have this emblum gain emblum : always see mana pool)?
amd there i go onto another page again...
is it possible to add a constant effect (i.e.: if there is a land on the field constantly show mana pool for turn player?) or maybe inserting an emblum ability.( when you tap for mana if you dont have this emblum gain emblum : always see mana pool)?
amd there i go onto another page again...
Re: Formal Request Thread
by Xander9009 » 19 Mar 2015, 00:33
The problem with this is that the card would have to be a permanent to be allowed to show on the battlefield. And if it is, then it'll mess up various other cards that rely on counting or affecting certain kinds of permanents. There's no "Emblem" card type (I wish so badly there was) that is shown and has abilities but doesn't affect the battlefield.
You could potentially add an effect to the RSN_Produce effect to create a unique manager and then have the manager grant the mana pool count as an ability to all lands you control (and possibly on anything that can produce manual mana). This ability would just be text and wouldn't affect the game in any way. It might be considered clutter, however. But even if it is, it could be handled such that when the manager would be created, it will instead ask the player one time if they want to by setting a variable if they decline and checking the variable before checking if the manager token needs made. This way, no game mechanics would be affected, virtually any deck can view their mana pool, only one function would need modified, and players can opt out.
Another opt-in/opt-out method might be to make a default constant in a lol file and check that to decide whether or not to show the mana pool on all lands/mana cards. To turn it on/off (depending on the default), there would just need to be a file with a higher priority with the same lol file and constant set to toggle it to the non-default option.
A final method would be to simply release a higher-priority wad with the updated function file instead of including it in the base download.
You could potentially add an effect to the RSN_Produce effect to create a unique manager and then have the manager grant the mana pool count as an ability to all lands you control (and possibly on anything that can produce manual mana). This ability would just be text and wouldn't affect the game in any way. It might be considered clutter, however. But even if it is, it could be handled such that when the manager would be created, it will instead ask the player one time if they want to by setting a variable if they decline and checking the variable before checking if the manager token needs made. This way, no game mechanics would be affected, virtually any deck can view their mana pool, only one function would need modified, and players can opt out.
Another opt-in/opt-out method might be to make a default constant in a lol file and check that to decide whether or not to show the mana pool on all lands/mana cards. To turn it on/off (depending on the default), there would just need to be a file with a higher priority with the same lol file and constant set to toggle it to the non-default option.
A final method would be to simply release a higher-priority wad with the updated function file instead of including it in the base download.
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Xander9009 - Programmer
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Re: Formal Request Thread
by nivmizzet1 » 19 Mar 2015, 05:10
In an effort to get my mods into the community wad I need to code some cards that weren't available already in the community wad, that I got from other mods whose modders are yet to give permission to add their mods to the community wad. I need the following cards to be coded:
Gelectrode
Erratic Portal
Dispense Justice
Mitotic Slime
Edric, Spymaster of Trest
Momir Vig, Simic Visionary
Fable of Wolf and Owl
Grindstone
Beacon of Immortality
Pillory of the Sleepless
Arc Trail
EDIT: I've now coded Fable of Wolf and Owl, Erratic Portal, Beacon of Immortality, Gelectrode, and Pillory of the Sleepless.
Dispense Justice
Mitotic Slime
Edric, Spymaster of Trest
Momir Vig, Simic Visionary
Grindstone
Arc Trail
EDIT: I've now coded Fable of Wolf and Owl, Erratic Portal, Beacon of Immortality, Gelectrode, and Pillory of the Sleepless.
Last edited by nivmizzet1 on 19 Mar 2015, 15:58, edited 6 times in total.
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- nivmizzet1
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Re: Formal Request Thread
by nivmizzet1 » 19 Mar 2015, 12:32
Does anybody know why this would be causing the game to crash when it triggers?
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MITOTIC_SLIME_NM1_271195" />
<CARDNAME text="MITOTIC_SLIME" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Boue mitotique]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fango mitótico]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mitotischer Schleim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Melma Mitotica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[分裂するスライム]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="271195" />
<ARTID value="271195" />
<ARTIST name="Raymond Swanland" />
<CASTING_COST cost="{4}{G}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Ooze" />
<EXPANSION value="PC2" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="4" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Boue mitotique meurt, mettez sur le champ de bataille deux jetons de créature 2/2 verte Limon. Ils ont « Quand cette créature meurt, mettez sur le champ de bataille deux jetons de créature 1/1 verte Limon. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Fango mitótico muera, pon en el campo de batalla dos fichas de criatura Cieno verdes 2/2. Tienen “Cuando esta criatura muera, pon en el campo de batalla dos fichas de criatura Cieno verdes 1/1”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Mitotische Schleim stirbt, bringe zwei 2/2 grüne Schlammwesen-Kreaturenspielsteine ins Spiel. Sie haben „Wenn diese Kreatur stirbt, bringe zwei 1/1 grüne Schlammwesen-Kreaturenspielsteine ins Spiel”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Melma Mitotica muore, metti sul campo di battaglia due pedine creatura Melma 2/2 verdi. Hanno “Quando questa creatura muore, metti sul campo di battaglia due pedine creatura Melma 1/1 verdi”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[分裂するスライムが死亡したとき、緑の2/2のウーズ・クリーチャー・トークンを2体戦場に出す。 それらは「このクリーチャーが死亡したとき、緑の1/1のウーズ・クリーチャー・トークンを2体戦場に出す。」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_OOZE_2_2_G_NM1_13140023", 2, EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_OOZE_2_2_G_NM1_13140023" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TOKEN_OOZE_2_2_G_NM1_13140023" />
<CARDNAME text="OOZE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[OOZE]]></LOCALISED_TEXT>
</TITLE>
<ARTID value="NM113140023" />
<COLOUR value="G" />
<ARTIST name="Unknown" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Ooze" />
<EXPANSION value="DPI" />
<RARITY metaname="T" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TOKEN />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand cette créature meurt, mettez sur le champ de bataille deux jetons de créature 1/1 verte Limon.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando esta criatura muera, pon en el campo de batalla dos fichas de criatura Cieno verdes 1/1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn diese Kreatur stirbt, bringe zwei 1/1 grüne Schlammwesen-Kreaturenspielsteine ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando questa creatura muore, metti sul campo di battaglia due pedine creatura Melma 1/1 verdi.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[分裂するスライムが死亡したとき、緑の2/2のウーズ・クリーチャー・トークンを2体戦場に出す。 それらは「このクリーチャーが死亡したとき、緑の1/1のウーズ・クリーチャー・トークンを2体戦場に出す。」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_OOZE_1_1_G_NM1_13140023", 2, EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_OOZE_1_1_G_NM1_13140023" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
______________________________________
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
- nivmizzet1
- Posts: 617
- Joined: 21 Mar 2013, 10:10
- Has thanked: 100 times
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Re: Formal Request Thread
by Xander9009 » 19 Mar 2015, 13:26
I JUST woke up, and this probably isn't causing the crash, but token registrations only go on playable cards. The registrations for manual mama tokens for eldrazi spawn tokens and the registrations for these 1/1s go on the main card that will actually be in the deck.
_______________________________
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Discord: discord.gg/4AXvHzW
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by nivmizzet1 » 19 Mar 2015, 13:56
Thanks Xander. It seems that was part of the problem; it doesn't crash now when the mitotic ooze dies, but now it crashes when the 2/2 token dies.Xander9009 wrote:I JUST woke up, and this probably isn't causing the crash, but token registrations only go on playable cards. The registrations for manual mama tokens for eldrazi spawn tokens and the registrations for these 1/1s go on the main card that will actually be in the deck.
new codes:
- | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MITOTIC_SLIME_NM1_271195" />
<CARDNAME text="MITOTIC_SLIME" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Boue mitotique]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fango mitótico]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mitotischer Schleim]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Melma Mitotica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[分裂するスライム]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mitotic Slime]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="271195" />
<ARTID value="271195" />
<ARTIST name="Raymond Swanland" />
<CASTING_COST cost="{4}{G}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Ooze" />
<EXPANSION value="PC2" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="4" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Boue mitotique meurt, mettez sur le champ de bataille deux jetons de créature 2/2 verte Limon. Ils ont « Quand cette créature meurt, mettez sur le champ de bataille deux jetons de créature 1/1 verte Limon. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Fango mitótico muera, pon en el campo de batalla dos fichas de criatura Cieno verdes 2/2. Tienen “Cuando esta criatura muera, pon en el campo de batalla dos fichas de criatura Cieno verdes 1/1”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Mitotische Schleim stirbt, bringe zwei 2/2 grüne Schlammwesen-Kreaturenspielsteine ins Spiel. Sie haben „Wenn diese Kreatur stirbt, bringe zwei 1/1 grüne Schlammwesen-Kreaturenspielsteine ins Spiel”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Melma Mitotica muore, metti sul campo di battaglia due pedine creatura Melma 2/2 verdi. Hanno “Quando questa creatura muore, metti sul campo di battaglia due pedine creatura Melma 1/1 verdi”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[分裂するスライムが死亡したとき、緑の2/2のウーズ・クリーチャー・トークンを2体戦場に出す。 それらは「このクリーチャーが死亡したとき、緑の1/1のウーズ・クリーチャー・トークンを2体戦場に出す。」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Mitotic Slime dies, put two 2/2 green Ooze creature tokens onto the battlefield. They have “When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.”]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_OOZE_2_2_G_NM1_13140023", 2, EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_OOZE_2_2_G_NM1_13140023" />
<TOKEN_REGISTRATION reservation="1" type="TOKEN_OOZE_1_1_G_NM1_13140023" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TOKEN_OOZE_2_2_G_NM1_13140023" />
<CARDNAME text="OOZE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[OOZE]]></LOCALISED_TEXT>
</TITLE>
<ARTID value="NM113140023" />
<COLOUR value="G" />
<ARTIST name="Unknown" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Ooze" />
<EXPANSION value="DPI" />
<RARITY metaname="T" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TOKEN />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand cette créature meurt, mettez sur le champ de bataille deux jetons de créature 1/1 verte Limon.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando esta criatura muera, pon en el campo de batalla dos fichas de criatura Cieno verdes 1/1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn diese Kreatur stirbt, bringe zwei 1/1 grüne Schlammwesen-Kreaturenspielsteine ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando questa creatura muore, metti sul campo di battaglia due pedine creatura Melma 1/1 verdi.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[それらは「このクリーチャーが死亡したとき、緑の1/1のウーズ・クリーチャー・トークンを2体戦場に出す。」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When this creature dies, put two 1/1 green Ooze creature tokens onto the battlefield.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_OOZE_1_1_G_NM1_13140023", 2, EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TOKEN_OOZE_1_1_G_NM1_13140023" />
<CARDNAME text="OOZE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[OOZE]]></LOCALISED_TEXT>
</TITLE>
<ARTID value="NM113140023" />
<COLOUR value="G" />
<ARTIST name="Unknown" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Ooze" />
<EXPANSION value="DPI" />
<RARITY metaname="T" />
<POWER value="1" />
<TOUGHNESS value="1" />
<TOKEN />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
______________________________________
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
my DOTP 2014 Main mod page - my DOTP 2014 OP Decks mod page - Community WAD
- nivmizzet1
- Posts: 617
- Joined: 21 Mar 2013, 10:10
- Has thanked: 100 times
- Been thanked: 25 times
Re: Formal Request Thread
by tinisking » 19 Mar 2015, 14:29
Hey guys.
Can anyone help me to code:
1) Sorin's Vengeance
2) Nekrataal
3) Tomb of Urami
4) Tombstalker
Thanks!
Regards,
Tinisking
Can anyone help me to code:
1) Sorin's Vengeance
2) Nekrataal
3) Tomb of Urami
4) Tombstalker
Thanks!
Regards,
Tinisking
- tinisking
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- Joined: 25 Oct 2013, 03:53
- Has thanked: 0 time
- Been thanked: 0 time
Re: Formal Request Thread
by sweetLu » 19 Mar 2015, 22:31
Ok I think I may have a solution so please tell me what I'm overlookingXander9009 wrote:The problem with this is that the card would have to be a permanent to be allowed to show on the battlefield. And if it is, then it'll mess up various other cards that rely on counting or affecting certain kinds of permanents. There's no "Emblem" card type (I wish so badly there was) that is shown and has abilities but doesn't affect the battlefield.

Re: Formal Request Thread
by Xander9009 » 19 Mar 2015, 22:50
That seems like a good idea EXCEPT manually handling mulligans. The amount of code required (which means the complexity and potential issues for a card that is likely to affect every single game a player plays should kept to an absolute minimum. With that in mind, I'd opine that we shouldn't bother with handling mulligans and instead just exile the card no matter where it is, and the player might just have to deal with one or two extra mulligans if they're unlucky and draw the card.
_______________________________
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Discord: discord.gg/4AXvHzW
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Formal Request Thread
by sweetLu » 20 Mar 2015, 14:43
I don't think a manual mulligan system would be too hard to implement. The actual shuffling, redrawing and mulligan query is easy. The hard part would be cards that trigger off of your opening hand or cards that care about when you draw them (like miracle cards). In my mind those cards would have to have the complex triggers. We could have the Game Info card set a value in a duel data chest. Then for Leyline type cards they can check the duel data chest to see if they should work normally or if manual mulliganning is "active". We would need a way to refire the Leyline type triggers after the manual mulligan process is over. To me that would be the hard part (and the part I have the least experience with).
Re: Formal Request Thread
by Xander9009 » 20 Mar 2015, 16:47
Are you certain that's how that would work? The rules don't suggest so.MasterXploder7 wrote:hey, so i know i talked to Riiak about if it is possible but any of you think you can pull off Runic Repetition ?
one of the issues i had thought of is the cooperative use of Past in Flames to give cards that originally didnt have flashback have it instead and then if Runic Repetition could make that card work the same as though it had flashback because theoretically even though it is in exile it received a resolved effect of a card and it lasts until the end of the turn.
so... can it be done even without working with Past in Flames?
- Comp Rules | Open
- 400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are seven exceptions to this rule:
400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics of a permanent spell on the stack continue to apply to the permanent that spell becomes.
400.7b Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.
400.7c If an ability of a permanent requires information about choices made as that permanent was cast as a spell, including what mana was spent to cast that spell, it uses information about the spell that became that permanent as it resolved.
400.7d Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from the battlefield") can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.
400.7e Abilities of Auras that trigger when the enchanted permanent leaves the battlefield can find the new object that Aura became in its owner's graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that Aura became in its owner's graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5n.)
400.7f If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.
400.7g A resolving spell or activated ability can perform actions on an object that moved from one zone to another while that spell was being cast or that ability was being activated, if that object moved to a public zone.
This suggests (as I expected) that the card will lose flashback when it is moved OFF of the stack (400.7f makes it retain flashback when moving from the graveyard to the stack, but that doesn't apply to moving from the stack to exile).
Unrelated: I'm now done coding the manifest ability, so I'll be getting started on the requested cards.
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Re: Formal Request Thread
by nivmizzet1 » 20 Mar 2015, 17:52
Like!Xander9009 wrote:Unrelated: I'm now done coding the manifest ability, so I'll be getting started on the requested cards.

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Re: Formal Request Thread
by Xander9009 » 20 Mar 2015, 20:35
Parth37955 wrote:Could some make Vexing Devil and Shrine of Burning Rage? Thank you in advance.
- Vexing Devil | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="VEXING_DEVIL_909278257" />
<CARDNAME text="VEXING_DEVIL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vexing Devil]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Diable vexatoire]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Diablo irritante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lästiger Teufel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Diavolo Irritante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[苛立たしい小悪魔]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[짜증나는 악령]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Дьявол-Задира]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Diabo Irritante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[恼人魔鬼]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[惱人魔鬼]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909278257" />
<ARTID value="909278257" />
<ARTIST name="Lucas Graciano" />
<CASTING_COST cost="{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[It’s not any fun until someone loses an eye.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ça devient uniquement drôle quand il y a des blessés.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[No es gracioso hasta que alguien pierde un ojo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Es wird erst lustig, sobald jemand ein Auge verliert.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Non c’è gusto finché qualcuno non ci rimette un occhio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[誰かが痛い目に遭うまでは面白くもない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[누군가가 눈이라도 잃어야 재미있는 법이다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Веселье начинается тогда, когда кто-то теряет глаз.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Não é diversão enquanto alguém não se machuca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[要有人弄瞎眼睛,才开始变得有趣。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[要有人弄瞎眼睛,才開始變得有趣。]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Devil" />
<EXPANSION value="AVR" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="3" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, sacrifice Vexing Devil.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Diable vexatoire arrive sur le champ de bataille, n’importe quel adversaire peut faire qu’il lui inflige 4 blessures. Si un joueur fait ainsi, sacrifiez le Diable vexatoire.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Diablo irritante entre al campo de batalla, cualquier oponente puede hacer que le haga 4 puntos de daño. Si un jugador lo hace, sacrifica el Diablo irritante.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Lästige Teufel ins Spiel kommt, kann jeder deiner Gegner bestimmen, sich von ihm 4 Schadenspunkte zufügen lassen. Falls ein Spieler das tut, opfere den Lästigen Teufel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Diavolo Irritante entra nel campo di battaglia, qualsiasi avversario può farsi infliggere 4 danni da esso. Se un giocatore lo fa, sacrifica il Diavolo Irritante.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[苛立たしい小悪魔が戦場に出たとき、どの対戦相手でも「苛立たしい小悪魔は自分に4点のダメージを与える。」を選んでもよい。 いずれかのプレイヤーがそうした場合、苛立たしい小悪魔を生け贄に捧げる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[짜증나는 악령이 전장에 들어올 때, 상대는 짜증나는 악령으로 하여금 자신에게 피해 4점을 입히게 할 수 있다. 어느 플레이어가 그렇게 한다면, 짜증나는 악령을 희생한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Дьявол-Задира выходит на поле битвы, любой оппонент может заставить его нанести тому оппоненту 4 повреждения. Если игрок это делает, пожертвуйте Дьявола-Задиру.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Diabo Irritante entra no campo de batalha, qualquer oponente pode fazer com que ele cause 4 pontos de dano a si mesmo. Se algum jogador fizer isso, sacrifique Diabo Irritante.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[当恼人魔鬼进战场时,任意对手可让它对该牌手造成4点伤害。 若有牌手如此做,牺牲恼人魔鬼。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[當惱人魔鬼進戰場時,任意對手可讓它對該玩家造成4點傷害。 若有玩家如此做,犧牲惱人魔鬼。]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local playerindex = n/2
local parity = n % 2
local player = MTG():GetNthPlayer(playerindex)
local source = EffectSource()
if player ~= nil and source ~= nil and n < num_players*2 then
if player:GetTeam() ~= EffectController():GetTeam() then
if parity == 0 then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "CARD_QUERY_TAKE_4_DAMAGE" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )
player:AskMultipleChoiceQuestion( "CARD_QUERY_VEXING_DEVILS", source )
else
if player:GetMultipleChoiceResult() == 0 then
EffectSourceLKI():DealDamageTo( 4, player )
EffectController():Sacrifice( source )
return false
end
end
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Shrine of Burning Rage | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SHRINE_OF_BURNING_RAGE_909218018" />
<CARDNAME text="SHRINE_OF_BURNING_RAGE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shrine of Burning Rage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Reliquaire de la Rage brûlante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Altar de la ira ardiente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schrein der lodernden Wut]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Santuario della Rabbia Ardente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[燃え上がる憤怒の祭殿]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Shrine of Burning Rage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Святыня Кипящей Ярости]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Santuário da Ira Ardente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[火热愤怒祭祠]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[火熱憤怒祭祠]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909218018" />
<ARTID value="909218018" />
<ARTIST name="Dave Kendall" />
<CASTING_COST cost="{2}" />
<TYPE metaname="Artifact" />
<EXPANSION value="NPH" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep or whenever you cast a red spell, put a charge counter on Shrine of Burning Rage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien ou à chaque fois que vous lancez un sort rouge, mettez un marqueur « charge » sur le Reliquaire de la Rage brûlante.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento o siempre que lances un hechizo rojo, pon un contador de carga sobre el Altar de la ira ardiente.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lege zu Beginn deines Versorgungssegments oder immer, wenn du einen roten Zauberspruch wirkst, eine Ladungsmarke auf den Schrein der lodernden Wut.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento od ogniqualvolta lanci una magia rossa, metti un segnalino carica sul Santuario della Rabbia Ardente.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、またはあなたが赤の呪文を1つ唱えるたび、燃え上がる憤怒の祭殿の上に蓄積カウンターを1個置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep or whenever you cast a red spell, put a charge counter on Shrine of Burning Rage.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки или каждый раз когда вы разыгрываете красное заклинание, положите один жетон заряда на Святыню Кипящей Ярости.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção ou toda vez que você conjurar uma mágica vermelha, coloque um marcador de carga sobre Santuário da Ira Ardente.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[在你的维持开始或每当你施放红色咒语时,在火热愤怒祭祠上放置一个充电指示物。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[在你的維持開始或每當你施放紅色咒語時,在火熱憤怒祭祠上放置一個充電指示物。]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol">
return TriggerObject():GetColour():Test( COLOUR_RED )
</TRIGGER>
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Charge"), 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}, {T}, Sacrifice Shrine of Burning Rage: Shrine of Burning Rage deals damage equal to the number of charge counters on it to target creature or player.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}, {T}, sacrifiez le Reliquaire de la Rage brûlante : Le Reliquaire de la Rage brûlante inflige un nombre de blessures égal au nombre de marqueurs « charge » à une cible, créature ou joueur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}, {T}, sacrificar el Altar de la ira ardiente: el Altar de la ira ardiente hace daño igual a la cantidad de contadores de carga sobre él a la criatura o jugador objetivo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}, {T}, opfere den Schrein der lodernden Wut: Der Schrein der lodernden Wut fügt einer Kreatur oder einem Spieler deiner Wahl so viele Schadenspunkte zu, wie Ladungsmarken auf ihm liegen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}, {T}, Sacrifica il Santuario della Rabbia Ardente: Il Santuario della Rabbia Ardente infligge danno pari al numero di segnalini carica su di esso a una creatura o a un giocatore bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}, {T}, 燃え上がる憤怒の祭殿を生け贄に捧げる:クリーチャー1体かプレイヤー1人を対象とする。燃え上がる憤怒の祭殿はそれに、それの上に置かれていた蓄積カウンターの数に等しい点数のダメージを与える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}, {T}, Sacrifice Shrine of Burning Rage: Shrine of Burning Rage deals damage equal to the number of charge counters on it to target creature or player.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}, {T}, пожертвуйте Святыню Кипящей Ярости: Святыня Кипящей Ярости наносит повреждения, равные количеству жетонов заряда на ней, целевому существу или игроку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}, {T}, Sacrifique Santuário da Ira Ardente: Santuário da Ira Ardente causa dano à criatura ou ao jogador alvo igual ao número de marcadores de carga sobre ele.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{3},{T},牺牲火热愤怒祭祠:火热愤怒祭祠对目标生物或牌手造成伤害,其数量等同于火热愤怒祭祠上充电指示物的数量。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{3},{T},犧牲火熱憤怒祭祠:火熱憤怒祭祠對目標生物或玩家造成傷害,其數量等同於火熱憤怒祭祠上充電指示物的數量。]]></LOCALISED_TEXT>
<COST mana_cost="{3}" type="Mana" />
<COST type="TapSelf" />
<COST type="SacrificeSelf" />
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<TARGET tag="CARD_QUERY_CHOOSE_DEAL_CHARGE_COUNTERS_DAMAGE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
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>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
local player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target ~= nil then
local count = EffectSourceLKI():CountCounters( MTG():GetCountersType("Charge") )
EffectSourceLKI():DealDamageTo( count, target )
elseif player ~= nil then
local count = EffectSourceLKI():CountCounters( MTG():GetCountersType("Charge") )
EffectSourceLKI():DealDamageTo( count, player )
end
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY type="in_response" response_source="1" />
<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="main_1" window_turn="my_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>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
zysron wrote:did a quick search before asking.. didnt want to repost... there are a few cards i would like to see
quest for the goblin lord (R)
enchantment
whenever a goblin creature enters the battlefield put a quest counter on *
when there are 5 or more quest counters creatures you control get +2+0
/
(this one i love)
mayael's aria (R)(G)(W)
enchantment
at the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with the power of 5 or greater. then you gain 10 life if you control a creature with the power 10 or greater. then you win the game if you control a creature with the power 20 or greater.
be a heavy code for a card but those who know of it would use it ... when they can
will post more cards i use later as i find them
- Quest for the Goblin King | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="QUEST_FOR_THE_GOBLIN_LORD_909198392" />
<CARDNAME text="QUEST_FOR_THE_GOBLIN_LORD" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Quest for the Goblin Lord]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quête du Seigneur des gobelins]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Búsqueda del Señor trasgo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Suche nach dem Goblinherrscher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[In Cerca del Signore dei Goblin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンの王の探索]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Quest for the Goblin Lord]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поиски Повелителя Гоблинов]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Busca pelo Senhor dos Goblins]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[探索鬼怪领主]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Quest for the Goblin Lord]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909198392" />
<ARTID value="909198392" />
<ARTIST name="Jesper Ejsing" />
<CASTING_COST cost="{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[A shrine to unchecked desire.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Un autel consacré au désir débridé.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Un templo al deseo descontrolado.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ein Schrein der unkontrollierten Begierde.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un santuario per il desiderio incontrollato.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[無限の野望の寺院。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[A shrine to unchecked desire.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Святыня необузданного желания.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Um santuário ao desejo incontrolável.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[不羁欲望的祭祠。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[A shrine to unchecked desire.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="WWK" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un gobelin arrive sur le champ de bataille sous votre contrôle, vous pouvez mettre un marqueur « quête » sur la Quête du Seigneur des gobelins.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un Trasgo entre al campo de batalla bajo tu control, puedes poner un contador de búsqueda sobre la Búsqueda del Señor trasgo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Goblin unter deiner Kontrolle ins Spiel kommt, kannst du eine Quest-Marke auf die Suche nach dem Goblinherrscher legen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un Goblin entra nel campo di battaglia sotto il tuo controllo, puoi mettere un segnalino ricerca su In Cerca del Signore dei Goblin.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンが1体あなたのコントロール下で戦場に出るたび、あなたはゴブリンの王の探索の上に探索カウンターを1個置いてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда Гоблин выходит на поле битвы под вашим контролем, вы можете положить жетон странствий на Поиски Повелителя Гоблинов.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um Goblin entra no campo de batalha sob o seu controle, você pode colocar um marcador de busca em Busca pelo Senhor dos Goblins.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一个鬼怪在你的操控下进战场时,你可以在探索鬼怪领主上放置一个探索指示物。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetSubType():Test( CREATURE_TYPE_GOBLIN )
</TRIGGER>
<COUNTER_REGISTRATION name="Quest" proliferate="11" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Quest"), 1 )
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que la Quête du Seigneur des gobelins a au moins cinq marqueurs « quête » sur elle, les créatures que vous contrôlez gagnent +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la Búsqueda del Señor trasgo tenga cinco o más contadores de búsqueda sobre ella, las criaturas que controlas obtienen +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange auf der Suche nach dem Goblinherrscher fünf oder mehr Quest-Marken liegen, erhalten Kreaturen, die du kontrollierst, +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che In Cerca del Signore dei Goblin ha cinque o più segnalini ricerca, le creature che controlli prendono +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンの王の探索の上に探索カウンターが5個以上置かれているかぎり、あなたがコントロールするクリーチャーは+2/+0の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока на Поисках Повелителя Гоблинов есть не менее пяти жетонов странствий, существа под вашим контролем получают +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto Busca pelo Senhor dos Goblins tiver cinco ou mais marcadores de busca nele, as criaturas que você controla terão +2/+0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[只要探索鬼怪领主上有五个或更多探索指示物,由你操控的生物便得+2/+0。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Quest" proliferate="11" />
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
if FilteredCard() ~= nil then
local number = EffectSource():CountCounters( MTG():GetCountersType("Quest") )
if number >= 5 then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Power_Add (2)
characteristics:Toughness_Add(0)
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
_______________________________
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
- Posts: 2905
- Joined: 29 Jun 2013, 07:44
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Re: Formal Request Thread
by Xander9009 » 20 Mar 2015, 20:36
zysron wrote:i like alot of unique cards... these were pulled directly from decks i own infact there from my goblin deck... use them with Coat of Arms
oh another card
Mizzium Transreliquat
Phyrexian Metamorph
Caged Sun
sorry for the multi edits
i'm also finding it hard to find vivid lands like
Vivid Crag
and future sight cards like
Nacatl War-Pride
missing also
Nomads' Assembly
- Mizzium Transreliquat | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MIZZIUM_TRANSRELIQUAT_909107096" />
<CARDNAME text="MIZZIUM_TRANSRELIQUAT" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mizzium Transreliquat]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Transrelique en mizzium]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Transrelicario Mízzium]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mizzium-Selbstumwandler]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Transreliquia Mizzium]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ミジウムの変成体]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mizzium Transreliquat]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миззиумный трансреликварий]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Transrelicário Mizzium]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[米捷摹态械]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Mizzium Transreliquat]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909107096" />
<ARTID value="909107096" />
<ARTIST name="John Avon" />
<CASTING_COST cost="{3}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“What is it? Um . . . what do you want it to be?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Ce que c’est ? Euhh . . . qu’est-ce que vous voulez que ce soit ? »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“¿Que qué es? Veamos . . . ¿que quieres que sea?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Was es ist? Hmmm ... was soll es denn sein?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Cos’è? Um. . . cosa vorresti che fosse?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[それが何だと? ふむ … … お前はこれを何にしたいと思っておるのだ?]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“What is it? Um . . . what do you want it to be?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Это что такое? Ээээ . . . а чем вы хотите это видеть?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[”O que é? Bem . . . o que você quer que seja?”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[「这是什么? 嗯. . . 你要他是什么?」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[“What is it? Um . . . what do you want it to be?”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Artifact" />
<EXPANSION value="GPT" />
<RARITY metaname="R" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}: Mizzium Transreliquat becomes a copy of target artifact until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3} : La Transrelique en mizzium devient une copie de l’artefact ciblé jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}: El Transrelicario Mízzium se convierte en una copia del artefacto objetivo hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}: Der Mizzium-Selbstumwandler wird bis zum Ende des Zuges zu einer Kopie eines Artefakts deiner Wahl.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}: La Transreliquia Mizzium diventa una copia di un artefatto bersaglio fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}:アーティファクト1つを対象とする。ミジウムの変成体はターン終了時までそれのコピーになる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}: Mizzium Transreliquat becomes a copy of target artifact until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}: Миззиумный трансреликварий становится копией целевого артефакта до конца хода.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}: Transrelicário Mizzium torna-se uma cópia do artefato alvo até o final do turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{3}:米捷摹态械成为目标神器的复制直到回合结束。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{3}: Mizzium Transreliquat becomes a copy of target artifact until end of turn.]]></LOCALISED_TEXT>
<COST mana_cost="{3}" type="Mana" />
<TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_TO_COPY" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
EffectDC():Get_Targets(0):Protect_CardPtr(0)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_land = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ( target_land ~= nil ) then
target_land:StoreCopiableValues(EffectDC():Make_Chest(1)) -- this grabs the copiable values from the target and puts them into a datachest
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="1">
if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{U}{R} : La Transrelique en mizzium devient une copie de l’artefact ciblé et acquiert cette capacité.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{U}{R}: El Transrelicario Mízzium se convierte en una copia del artefacto objetivo y gana esta habilidad.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{U}{R}: Der Mizzium-Selbstumwandler wird zu einer Kopie eines Artefakts deiner Wahl und erhält diese Fähigkeit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{U}{R}: La Transreliquia Mizzium diventa una copia di un artefatto bersaglio e guadagna questa abilità.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{U}{R}:アーティファクト1つを対象とする。ミジウムの変成体はそれのコピーになり、この能力を得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{U}{R}: Миззиумный трансреликварий становится копией целевого артефакта и получает эту способность.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{U}{R}: Transrelicário Mizzium torna-se uma cópia do artefato alvo e recebe esta habilidade.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{1}{U}{R}:米捷摹态械成为目标神器的复制,且获得此异能。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.]]></LOCALISED_TEXT>
<COST mana_cost="{1}{U}{R}" type="Mana" />
<TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_TO_COPY" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
EffectDC():Get_Targets(0):Protect_CardPtr(0)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_land = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ( target_land ~= nil ) then
target_land:StoreCopiableValues(EffectDC():Make_Chest(1)) -- this grabs the copiable values from the target and puts them into a datachest
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="1">
if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
EffectSource():GetCurrentCharacteristics():GrantAbility(1)
end
</CONTINUOUS_ACTION>
<DURATION>
return (EffectSource() == nil)
</DURATION>
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY window_step="begin_combat" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{U}{R} : La Transrelique en mizzium devient une copie de l’artefact ciblé et acquiert cette capacité.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{U}{R}: El Transrelicario Mízzium se convierte en una copia del artefacto objetivo y gana esta habilidad.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{U}{R}: Der Mizzium-Selbstumwandler wird zu einer Kopie eines Artefakts deiner Wahl und erhält diese Fähigkeit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{U}{R}: La Transreliquia Mizzium diventa una copia di un artefatto bersaglio e guadagna questa abilità.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{U}{R}:アーティファクト1つを対象とする。ミジウムの変成体はそれのコピーになり、この能力を得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{U}{R}: Миззиумный трансреликварий становится копией целевого артефакта и получает эту способность.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{U}{R}: Transrelicário Mizzium torna-se uma cópia do artefato alvo e recebe esta habilidade.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{1}{U}{R}:米捷摹态械成为目标神器的复制,且获得此异能。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.]]></LOCALISED_TEXT>
<COST mana_cost="{1}{U}{R}" type="Mana" />
<TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_TO_COPY" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
EffectDC():Get_Targets(0):Protect_CardPtr(0)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_land = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ( target_land ~= nil ) then
target_land:StoreCopiableValues(EffectDC():Make_Chest(1)) -- this grabs the copiable values from the target and puts them into a datachest
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="1">
if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
EffectSource():GetCurrentCharacteristics():GrantAbility(1)
end
</CONTINUOUS_ACTION>
<DURATION>
return (EffectSource() == nil)
</DURATION>
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY window_step="begin_combat" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
</ACTIVATED_ABILITY>
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Vivid Crag | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="VIVID_CRAG_MM_909376573" />
<CARDNAME text="VIVID_CRAG" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Crag]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cordillère éclatante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Risco vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Munterer Felsen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Dirupo Iridescente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な岩山]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Crag]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужная Скала]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Penhasco Vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓峭壁]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓峭壁]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909376573" />
<ARTID value="909376573" />
<ARTIST name="Martina Pilcerova" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="C13" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Crag enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Cordillère éclatante arrive sur le champ de bataille engagée avec deux marqueurs « charge » sur elle.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Risco vívido entra al campo de batalla girado con dos contadores de carga sobre él.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Muntere Felsen kommt getappt mit zwei Ladungsmarken ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Dirupo Iridescente entra nel campo di battaglia TAPpato con due segnalini carica.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な岩山は、蓄積カウンターが2個置かれた状態で、タップ状態で戦場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Crag enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужная Скала входит в игру повернутой с двумя жетонами заряда на ней.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Penhasco Vívido entra em jogo virado com dois marcadores de carga sobre ele.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓峭壁进场时上面有两个充电指示物且须横置。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓峭壁進場時上面有兩個充電指示物且須橫置。]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Charge"), 2)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {R} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {R} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {R} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {R}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {R} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{R}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {R}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {R} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {R} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{R}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{R}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( "{R}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
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[{T}, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, retirez un marqueur « charge » de la Cordillère éclatante : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, remover un contador de carga del Risco vívido: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, entferne eine Ladungsmarke vom Munteren Felsen: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Rimuovi un segnalino carica dal Dirupo Iridescente: Aggiungi un mana di un qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 鮮烈な岩山の上から蓄積カウンターを1個取り除く:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, Удалите жетон заряда с Радужной Скалы: Добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Remova um marcador de carga de Penhasco Vívido: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},从虹霓峭壁上移去一个充电指示物:加一点任意颜色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},從虹霓峭壁上移去一個充電指示物:加一點任意顏色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="RemoveCountersSelf" amount="1" counter_type="Charge" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
end
</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>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
if EffectSource():CountCounters( MTG():GetCountersType("Charge") ) > 0 then
RSN_MarkCanProduceMana( "{W}{U}{B}{R}{G}" )
else
RSN_MarkCanProduceMana( "{R}" )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
oCard:GetCurrentCharacteristics():GrantAbility( 0 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{R}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Vivid Creek | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="VIVID_CREEK_909376574" />
<CARDNAME text="VIVID_CREEK" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Creek]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ruisseau éclatant]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arroyo vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Munterer Bach]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Torrente Iridescente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な小川]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Creek]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужный Ручей]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Riacho Vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓小溪]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓小溪]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909376574" />
<ARTID value="909376574" />
<ARTIST name="Fred Fields" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="C13" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Creek enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Ruisseau éclatant arrive en jeu engagé avec deux marqueurs « charge » sur lui.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Arroyo vívido entra en juego girado con dos contadores de carga sobre él.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Muntere Bach kommt getappt mit zwei Ladungsmarken ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Torrente Iridescente entra in gioco TAPpato con due segnalini carica.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な小川は、蓄積カウンターが2個置かれた状態で、タップ状態で場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Creek enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужный Ручей входит в игру повернутым с двумя жетонами заряда на нем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Riacho Vívido entra em jogo virado com dois marcadores de carga sobre ele.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓小溪进场时上面有两个充电指示物且须横置。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓小溪進場時上面有兩個充電指示物且須橫置。]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Charge"), 2)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {U} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {U} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {U}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{U}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {U} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {U} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{U}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{U}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( "{U}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
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[{T}, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, retirez un marqueur « charge » du Ruisseau éclatant : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, remover un contador de carga del Arroyo vívido: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, entferne eine Ladungsmarke vom Munteren Bach: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Rimuovi un segnalino carica dal Torrente Iridescente: Aggiungi un mana di qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 鮮烈な小川から蓄積カウンターを1個取り除く:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, Удалите жетон заряда с Радужного Ручья: Добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Remova um marcador de carga de Riacho Vívido: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},从虹霓小溪上移去一个充电指示物:加一点任意颜色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},從虹霓小溪上移去一個充電指示物:加一點任意顏色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="RemoveCountersSelf" amount="1" counter_type="Charge" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
end
</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>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
if EffectSource():CountCounters( MTG():GetCountersType("Charge") ) > 0 then
RSN_MarkCanProduceMana( "{W}{U}{B}{R}{G}" )
else
RSN_MarkCanProduceMana( "{U}" )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
oCard:GetCurrentCharacteristics():GrantAbility( 0 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></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 » 20 Mar 2015, 20:36
- Vivid Grove | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="VIVID_GROVE_909376575" />
<CARDNAME text="VIVID_GROVE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Grove]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bosquet éclatant]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arboleda vívida]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Munterer Hain]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Boschetto Iridescente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な林]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Grove]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужная Роща]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bosque Vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓树丛]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓樹叢]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909376575" />
<ARTID value="909376575" />
<ARTIST name="Howard Lyon" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="C13" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Grove enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Bosquet éclatant arrive en jeu engagé avec deux marqueurs « charge » sur lui.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Arboleda vívida entra en juego girada con dos contadores de carga sobre ella.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Muntere Hain kommt getappt mit zwei Ladungsmarken ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Boschetto Iridescente entra in gioco TAPpato con due segnalini carica.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な林は、蓄積カウンターが2個置かれた状態で、タップ状態で場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Grove enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужная Роща входит в игру повернутой с двумя жетонами заряда на ней.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bosque Vívido entra em jogo virado com dois marcadores de carga sobre ele.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓树丛进场时上面有两个充电指示物且须横置。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓樹叢進場時上面有兩個充電指示物且須橫置。]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Charge"), 2)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{G}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{G}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( "{G}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
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[{T}, Remove a charge counter from Vivid Grove: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, retirez un marqueur « charge » du Bosquet éclatant : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, remover un contador de carga de la Arboleda vívida: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, entferne eine Ladungsmarke vom Munteren Hain: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Rimuovi un segnalino carica dal Boschetto Iridescente: Aggiungi un mana di qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 鮮烈な林から蓄積カウンターを1個取り除く:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, Remove a charge counter from Vivid Grove: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, Удалите жетон заряда с Радужной Рощи: Добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Remova um marcador de carga de Bosque Vívido: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},从虹霓树丛上移去一个充电指示物:加一点任意颜色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},從虹霓樹叢上移去一個充電指示物:加一點任意顏色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="RemoveCountersSelf" amount="1" counter_type="Charge" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
end
</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>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
if EffectSource():CountCounters( MTG():GetCountersType("Charge") ) > 0 then
RSN_MarkCanProduceMana( "{W}{U}{B}{R}{G}" )
else
RSN_MarkCanProduceMana( "{G}" )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
oCard:GetCurrentCharacteristics():GrantAbility( 0 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{G}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Vivid Marsh | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="VIVID_MARSH_909376576" />
<CARDNAME text="VIVID_MARSH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Marsh]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marécage éclatant]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cenagal vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Muntere Marsch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Palude Iridescente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な湿地]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Marsh]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужная Топь]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pântano Vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓泥沼]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓泥沼]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909376576" />
<ARTID value="909376576" />
<ARTIST name="John Avon" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="C13" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Marsh enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Marécage éclatant arrive en jeu engagé avec deux marqueurs « charge » sur lui.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Cenagal vívido entra en juego girado con dos contadores de carga sobre él.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Muntere Marsch kommt getappt mit zwei Ladungsmarken ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Palude Iridescente entra in gioco TAPpata con due segnalini carica.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な湿地は、蓄積カウンターが2個置かれた状態で、タップ状態で場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Marsh enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужная Топь входит в игру повернутой с двумя жетонами заряда на ней.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pântano Vívido entra em jogo virado com dois marcadores de carga sobre ele.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓泥沼进场时上面有两个充电指示物且须横置。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓泥沼進場時上面有兩個充電指示物且須橫置。]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Charge"), 2)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {B} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {B} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {B} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {B} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{B}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {B} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {B} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {B} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{B}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{B}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( "{B}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
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[{T}, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, retirez un marqueur « charge » du Marécage éclatant : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, remover un contador de carga del Cenagal vívido: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, entferne eine Ladungsmarke von der Munteren Marsch: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Rimuovi un segnalino carica dalla Palude Iridescente: Aggiungi un mana di qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 鮮烈な湿地から蓄積カウンターを1個取り除く:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, Удалите жетон заряда с Радужной Топи: Добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Remova um marcador de carga de Pântano Vívido: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},从虹霓泥沼上移去一个充电指示物:加一点任意颜色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},從虹霓泥沼上移去一個充電指示物:加一點任意顏色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="RemoveCountersSelf" amount="1" counter_type="Charge" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
end
</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>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
if EffectSource():CountCounters( MTG():GetCountersType("Charge") ) > 0 then
RSN_MarkCanProduceMana( "{W}{U}{B}{R}{G}" )
else
RSN_MarkCanProduceMana( "{B}" )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
oCard:GetCurrentCharacteristics():GrantAbility( 0 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{B}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Vivid Meadow | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="VIVID_MEADOW_909370351" />
<CARDNAME text="VIVID_MEADOW" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Meadow]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prairie éclatante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pradera vívida]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Muntere Wiese]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Prateria Iridescente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な草地]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Meadow]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужный Луг]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Prado Vívido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓牧地]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓牧地]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909370351" />
<ARTID value="909370351" />
<ARTIST name="Rob Alexander" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="MMA" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vivid Meadow enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Prairie éclatante arrive sur le champ de bataille engagé avec deux marqueurs « charge » sur elle.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Pradera vívida entra al campo de batalla girada con dos contadores de carga sobre ella.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Muntere Wiese kommt getappt mit zwei Ladungsmarken ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Prateria Iridescente entra nel campo di battaglia TAPpata con due segnalini carica.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鮮烈な草地は、蓄積カウンターが2個置かれた状態で、タップ状態で戦場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vivid Meadow enters the battlefield tapped with two charge counters on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Радужный Луг входит в игру повернутым с двумя жетонами заряда на нем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Prado Vívido entra em jogo virado com dois marcadores de carga sobre ele.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[虹霓牧地进场时上面有两个充电指示物且须横置。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[虹霓牧地進場時上面有兩個充電指示物且須橫置。]]></LOCALISED_TEXT>
<COUNTER_REGISTRATION name="Charge" proliferate="11" />
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("Charge"), 2)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{W}到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{W}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( "{W}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
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[{T}, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, retirez un marqueur « charge » de la Prairie éclatante : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, remover un contador de carga de la Pradera vívida: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, entferne eine Ladungsmarke von der Munteren Wiese: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Rimuovi un segnalino carica dalla Prateria Iridescente: Aggiungi un mana di qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 鮮烈な草地から蓄積カウンターを1個取り除く:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, Удалите жетон заряда с Радужного Луга: Добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Remova um marcador de carga de Prado Vívido: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},从虹霓牧地上移去一个充电指示物:加一点任意颜色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},從虹霓牧地上移去一個充電指示物:加一點任意顏色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST type="RemoveCountersSelf" amount="1" counter_type="Charge" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
end
</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>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
if EffectSource():CountCounters( MTG():GetCountersType("Charge") ) > 0 then
RSN_MarkCanProduceMana( "{W}{U}{B}{R}{G}" )
else
RSN_MarkCanProduceMana( "{W}" )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (RSN_CheckSwitchToFallback( oCard )) then
oCard:GetCurrentCharacteristics():GrantAbility( 0 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="0">
<PRODUCES amount="{W}" />
</MANA_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Nomads' Assembly | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="NOMADS_ASSEMBLY_909389617" />
<CARDNAME text="NOMADS_ASSEMBLY" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nomads’ Assembly]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rassemblement de nomades]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Asamblea de nómadas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Versammlung der Nomaden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Adunata dei Nomadi]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[遊牧の民の集合]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Nomads’ Assembly]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сбор Кочевников]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Assembleia dos Nômades]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[牧民集合号]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Nomads’ Assembly]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909389617" />
<ARTID value="909389617" />
<ARTIST name="Erica Yang" />
<CASTING_COST cost="{4}{W}{W}" />
<TYPE metaname="Sorcery" />
<EXPANSION value="C14" />
<RARITY metaname="R" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mettez sur le champ de bataille un jeton de créature 1/1 blanche Kor et Soldat pour chaque créature que vous contrôlez.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pon en el campo de batalla una ficha de criatura Soldado Kor blanca 1/1 por cada criatura que controlas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bringe für jede Kreatur, die du kontrollierst, einen 1/1 weißen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Metti sul campo di battaglia una pedina creatura Soldato Kor 1/1 bianca per ogni creatura che controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするクリーチャー1体につき、白の1/1のコー・兵士・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[Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Положите на поле битвы одну фишку существа 1/1 белый Кор Солдат за каждое существо под вашим контролем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Coloque no campo de batalha uma ficha de criatura branca 1/1 do tipo Kor Soldado para cada criatura que você controla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[你每操控一个生物,便将一个1/1白色寇族/士兵衍生物放进战场。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Put a 1/1 white Kor Soldier creature token onto the battlefield for each creature you control.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
local number = filter:Count()
MTG():PutTokensOntoBattlefield( "TOKEN_OR_SOLDIER_1_1_W_909389617", number, EffectController() )
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<SPELL_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rebound]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rebond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rebote.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Abprall]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ripresa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[反復]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Rebound]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Отскок]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rebote]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local effectSource = EffectSource()
if effectSource:GetErstwhileZone() == ZONE_HAND then
local delayDC = EffectDC():Make_Chest(3)
delayDC:Set_CardPtr(0, EffectSource())
MTG():CreateDelayedTrigger(2, delayDC)
effectSource:Exile()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY resource_id="2">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
if effectController ~= nil then
effectController:BeginNewMultipleChoice()
effectController:AddMultipleChoiceAnswer( "CARD_QUERY_REBOUND_CAST_SPELL", effectController:CanCastSpellForFree( EffectSource() ) )
effectController:AddMultipleChoiceAnswer( "CARD_QUERY_REBOUND_DO_NOT_CAST" )
effectController:AskMultipleChoiceQuestion( "CARD_QUERY_CAST_THIS_SPELL_REBOUND", EffectSource() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local card = EffectSource()
local result = EffectController():GetMultipleChoiceResult()
if card ~= nil then
if result == 0 and EffectController():CanCastSpellForFree(card) then
EffectController():CastSpellForFree(card)
end
end
</RESOLUTION_TIME_ACTION>
<CLEANUP fire_once="1" />
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_TITLE_REBOUND" body="MORE_INFO_BODY_REBOUND" zone="ZONE_ANY" />
<TOKEN_REGISTRATION reservation="1" type="TOKEN_OR_SOLDIER_1_1_W_909389617" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[20-03-15]]></DATE>
</CARD_V2>
- Soldier Token | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TOKEN_KOR_SOLDIER_1_1_W_909389617" />
<CARDNAME text="KOR_SOLDIER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[KOR SOLDIER]]></LOCALISED_TEXT>
</TITLE>
<ARTID value="CWT139" />
<COLOUR value="W" />
<ARTIST name="Unknown" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Kor" />
<SUB_TYPE metaname="Soldier" />
<EXPANSION value="DPI" />
<RARITY metaname="T" />
<POWER value="1" />
<TOUGHNESS value="1" />
<TOKEN />
<SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
I'm not sure the best way to make Caged Sun. Here it is without the mana ability.
- Caged Sun - Incomplete | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CAGED_SUN_909389457" />
<CARDNAME text="CAGED_SUN" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Caged Sun]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Soleil emprisonné]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sol enjaulado]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eingesperrte Sonne]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sole Ingabbiato]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[かごの中の太陽]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Caged Sun]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Запертое Солнце]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sol Engaiolado]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[遭囚太阳]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[遭囚太陽]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909389457" />
<ARTID value="909389457" />
<ARTIST name="Scott Chou" />
<CASTING_COST cost="{6}" />
<TYPE metaname="Artifact" />
<EXPANSION value="C14" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY replacement_query="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Caged Sun enters the battlefield, choose a color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au moment où le Soleil emprisonné arrive sur le champ de bataille, choisissez une couleur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[En cuanto el Sol enjaulado entre al campo de batalla, elige un color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sowie die Eingesperrte Sonne ins Spiel kommt, bestimme eine Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mentre il Sole Ingabbiato entra nel campo di battaglia, scegli un colore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[かごの中の太陽が戦場に出るに際し、色を1色選ぶ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As Caged Sun enters the battlefield, choose a color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[При выходе Запертого Солнца на поле битвы выберите цвет.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Conforme Sol Engaiolado entrar no campo de batalha, escolha uma cor.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[于遭囚太阳进战场时,选择一种颜色。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[於遭囚太陽進戰場時,選擇一種顏色。]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
LinkedDC():Set_Int(0, GetChosenColour() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures you control of the chosen color get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures que vous contrôlez de la couleur choisie gagnent +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas que controlas del color elegido obtienen +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen der bestimmten Farbe, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature che controlli del colore scelto prendono +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするその選ばれた色のクリーチャーは+1/+1の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures you control of the chosen color get +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Находящиеся под вашим контролем существа выбранного цвета получают +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As criaturas da cor escolhida que você controla recebem +1/+1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[由你操控的该色生物得+1/+1。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[由你操控的該色生物得+1/+1。]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_COLOUR, OP_IS, LinkedDC():Get_Int(0) )
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Power_Add(1)
characteristics:Toughness_Add(1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a land’s ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une capacité d’un terrain ajoute au moins un mana de la couleur choisie à votre réserve, ajoutez un mana supplémentaire de cette couleur à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la habilidad de una tierra agregue uno o más manás del color elegido a tu reserva de maná, agrega un maná adicional de ese color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Fähigkeit eines Landes deinen Manavorrat um ein oder mehr Mana der bestimmten Farbe erhöht, erhöhe deinen Manavorrat um ein zusätzliches Mana dieser Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un’abilità di una terra aggiunge uno o più mana del colore scelto alla tua riserva di mana, aggiungi un mana addizionale di quel colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[土地の能力によりあなたのマナ・プールにその選ばれた色のマナが1点以上加えられるたび、あなたのマナ・プールにその色のマナを追加で1点加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a land’s ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда способность земли добавляет в ваше хранилище маны одну или несколько ман выбранного цвета, добавьте в ваше хранилище одну дополнительную ману того цвета.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma habilidade de um terreno adicionar um mana ou mais da cor escolhida à sua reserva de mana, adicione um mana adicional daquela cor à sua reserva de mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一个地的异能加一点或更多该色的法术力到你的法术力池时,多加一点该色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當一個地的異能加一點或更多該色的魔法力到你的魔法力池時,多加一點該色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
</TRIGGERED_ABILITY>
</CARD_V2>
Last edited by Xander9009 on 20 Mar 2015, 20:42, edited 1 time in total.
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Xander9009 - Programmer
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