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Formal Request Thread

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Re: Formal Request Thread

Postby damienx45 » 18 Jul 2013, 21:45

I would like to request:

Talrend the sky summoner
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Re: Formal Request Thread

Postby thefiremind » 18 Jul 2013, 23:04

I have a strange request: I'd like someone to insert this card plus the illustration in a test deck, and tell me if the illustration can be seen in game. I removed the ability code because I wanted to be sure that the problem wasn't connected to the code (even if it would have been very unlikely). Here's the mystery: if I keep the usual naming for the illustration (199140193), it cannot be seen in game. However, if I try to change the name (for example to A199140193 or 140193), it becomes visible. How is that possible? :shock:
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Re: Formal Request Thread

Postby RiiakShiNal » 18 Jul 2013, 23:20

thefiremind wrote:I have a strange request: I'd like someone to insert this card plus the illustration in a test deck, and tell me if the illustration can be seen in game. I removed the ability code because I wanted to be sure that the problem wasn't connected to the code (even if it would have been very unlikely). Here's the mystery: if I keep the usual naming for the illustration (199140193), it cannot be seen in game. However, if I try to change the name (for example to A199140193 or 140193), it becomes visible. How is that possible? :shock:
That is a strange request, though I'm looking at it now (using the name "199140193.TDX") and it looks fine to me (currently testing on Skidrow version). I'll test the 3DM version in a couple of minutes.

Edit: Maybe I spoke too soon, the image is visible in both the Skidrow and 3DM versions in the deck manager, but when I try to start a match with the deck the card is in the game crashes on both versions.

Edit 2: Even removing the image completely results in the game crashing when trying to load a game with the test deck with that card in it, so I'm thinking something is wrong with that card. I'm going to try generating a new card XML for that card and see if it gives me the same problem.

Edit 3: Nothing wrong with the card it was a stupid mistake on my part, I threw it in the first test deck I had up (which had no white in it, thus no plains in the land pool, thus that caused the crash). So I've now looked at it in a match and it looks fine on my end using the original "199140193.TDX" image without renaming anything (in both 3DM and Skidrow versions).
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Re: Formal Request Thread

Postby damienx45 » 19 Jul 2013, 00:55

I would like to request these cards:

| Open
Talrend, The Sky Summoner
Dreamstone Hedron
Expedition Map
Eye Of Ugin
Glimmerpost
Sol Ring
Tower Of Fortunes
Urza's Incubator
Urza's Mine
Urza's Power Plant
Urza's Tower
Vesuva
Skittering Invasion
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Re: Formal Request Thread

Postby Xander9009 » 19 Jul 2013, 00:57

damienx45 wrote:I would like to request these cards:

| Open
Talrend, The Sky Summoner
Dreamstone Hedron
Expedition Map
Eye Of Ugin
Glimmerpost
Sol Ring
Tower Of Fortunes
Urza's Incubator
Urza's Mine
Urza's Power Plant
Urza's Tower
Vesuva
Skittering Invasion
I've done a number of these. I'll post them in a few minutes.

The Eye of Ugin is in the original game. Scion of Darkness (as well as a few others) made Sol Ring already

Expedition Map - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="EXPEDITION_MAP_909193405" />
   <CARDNAME text="EXPEDITION_MAP" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Expedition Map]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Carte d’expédition]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mapa de la expedición]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Expeditionskarte]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mappa della Spedizione]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[探検の地図]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Expedition Map]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Карта Экспедиции]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mapa da Expedição]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909193405" />
   <ARTID value="909193405" />
   <ARTIST name="Franz Vohwinkel" />
   <CASTING_COST cost="{1}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I use maps to find out where explorers have already been. Then I go the other way.”
—Javad Nasrin, Ondu relic hunter]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« J’utilise les cartes pour déterminer où les explorateurs ont déjà été. Ensuite, je prends la direction opposée. »
—Javad Nasrin, chasseuse de relique du Ondou]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Uso mapas para saber por dónde ya han ido los exploradores. Luego voy para el otro lado.”
—Javad Nasrin, cazadora de reliquias de Ondu]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Ich verwende Landkarten, um herauszufinden, wo schon Entdecker waren. Dann gehe ich in die andere Richtung.”
—Javad Nasrin, Reliktensammler aus Ondu]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Uso le mappe per scoprire dove sono già stati gli esploratori. Poi vado dall’altra parte.”
—Javad Nasrin, cacciatrice di reliquie di Ondu]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「俺が地図を使うのは、探検家がどこへ行ったかを知るためだ。 で、俺は違う方へ行くのさ。」
――オンドゥの遺物狩り、ジャヴァド・ナスリン]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“I use maps to find out where explorers have already been. Then I go the other way.”
—Javad Nasrin, Ondu relic hunter]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Я пользуюсь картами, чтобы узнать, где уже побывали исследователи. А затем иду в другую сторону».
— Джавад Назрин, охотница за реликвиями из Онду]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Eu uso mapas para descobrir onde os exploradores já estiveram. Então vou na outra direção.”
— Javad Nasrin, caçador de relíquias de Ondu]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <EXPANSION value="ZEN" />
   <RARITY metaname="C" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, {T}, sacrifiez la Carte d’expédition : Cherchez dans votre bibliothèque une carte de terrain, révélez-la, et mettez-la dans votre main. Mélangez ensuite votre bibliothèque.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, {T}, sacrificar el Mapa de la expedición: Busca en tu biblioteca una carta de tierra, muéstrala y ponla en tu mano. Luego baraja tu biblioteca.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, {T}, opfere die Expeditionskarte: Durchsuche deine Bibliothek nach einem Land, zeige diese Karte offen vor und nimm sie auf deine Hand. Mische danach deine Bibliothek.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, {T}, Sacrifica la Mappa della Spedizione: Passa in rassegna il tuo grimorio per una carta terra, rivelala e aggiungila alla tua mano. Poi rimescola il tuo grimorio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, {T}, 探検の地図を生け贄に捧げる:あなたのライブラリーから土地カードを1枚探し、それを公開してあなたの手札に加える。 その後あなたのライブラリーを切り直す。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, {T}, пожертвуйте Карту Экспедиции: найдите в вашей библиотеке карту земли, покажите ее и положите в вашу руку. Затем перетасуйте вашу библиотеку.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, {T}, Sacrifique Mapa da Expedição: Procure um card de terreno básico em seu grimório, revele-o e coloque-o em sua mão. Depois, embaralhe seu grimório.]]></LOCALISED_TEXT>
      <COST mana_cost="{2}" type="Mana" />
      <COST type="TapSelf" />
      <COST type="SacrificeSelf" />
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:SetZone( ZONE_LIBRARY, effectController )
    effectController:ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:GuidedReveal( target:GetZone(), ZONE_HAND )
    end 
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:PutInHand()
    end 
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
      <MAY />
   </ACTIVATED_ABILITY>
</CARD_V2>
Glimmerpost - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="GLIMMERPOST_909209043" />
   <CARDNAME text="GLIMMERPOST" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Glimmerpost]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Avant-poste du Vide Rayonnant]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Atalaya resplandeciente]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Glimmerposten]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Avamposto Scintillante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[微光地]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Glimmerpost]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Застава Мерцающей Пустоши]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Posto Tremeluzente]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909209043" />
   <ARTID value="909209043" />
   <ARTIST name="Matt Cavotta" />
   <CASTING_COST cost="" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[What once spied upon Mirrodin from above now waits below for another to assume control.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ce qui espionnait autrefois Mirrodin depuis le ciel attend désormais depuis les profondeurs une nouvelle prise de contrôle.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lo que antes espiaba Mirrodin desde arriba ahora espera debajo hasta que otro asuma el control.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Was einst von oben Mirrodin beobachtet hat, wartet nun unten auf einen Anderen, der die Kontrolle übernimmt.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ciò che un tempo spiava su Mirrodin dall’alto ora attende in basso che qualcun altro ne assuma il controllo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[かつてミラディン上空から目を光らせていたのもは、今は地上で別なものの支配を待っている。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[What once spied upon Mirrodin from above now waits below for another to assume control.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Что однажды с высоты наблюдало за Мирродином, теперь ждет внизу, чтобы другой взял управление на себя.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aquilo que outrora vigiava Mirrodin do alto, agora aguarda no solo que outro assuma o controle.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Land" />
   <SUB_TYPE metaname="Locus" />
   <EXPANSION value="SOM" />
   <RARITY metaname="C" />
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Glimmerpost enters the battlefield, you gain 1 life for each Locus on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand l’Avant-poste du Vide Rayonnant arrive sur le champ de bataille, vous gagnez 1 point de vie pour chaque site sur le champ de bataille.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Atalaya resplandeciente entre al campo de batalla, ganas 1 vida por cada Sitio en el campo de batalla.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Glimmerposten ins Spiel kommt, erhältst du für jeden Ort im Spiel 1 Lebenspunkt dazu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l’Avamposto Scintillante entra nel campo di battaglia, guadagni 1 punto vita per ogni Luogo sul campo di battaglia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[微光地が戦場に出たとき、あなたは戦場に出ている神座1つにつき1点のライフを得る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Glimmerpost enters the battlefield, you gain 1 life for each Locus on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Застава Мерцающей Пустоши выходит на поле битвы, вы получаете 1 жизнь за каждое Место на поле битвы.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Posto Tremeluzente entra no campo de batalha, você ganha 1 ponto de vida para cada Local no campo de batalha.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_LOCUS )
    local loci_count = filter:Count()
   if loci_count ~= 0 then
      if EffectController() ~= nil then
         EffectController():GainLife(loci_count)
      end
   end
   </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PRODUCES amount="{1}" />
   </MANA_ABILITY>
</CARD_V2>
Vesuva - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="VESUVA_909287332" />
   <CARDNAME text="VESUVA" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Vesuva]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vesuva]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909287332" />
   <ARTID value="909287332" />
   <ARTIST name="Zoltan Boros &amp; Gabor Szikszai" />
   <CASTING_COST cost="" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[It is everywhere you’ve ever been.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Land" />
   <EXPANSION value="V12" />
   <RARITY metaname="M" />
   <TRIGGERED_ABILITY replacement_query="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi far entrare il Mutaforma Vesuvano sul campo di battaglia come copia di una qualsiasi creatura sul campo di battaglia, eccetto che non copia il colore di quella creatura e guadagna “All’inizio del tuo mantenimento, puoi far diventare questa creatura una copia di una creatura bersaglio eccetto che non copia il colore di quella creatura. Se lo fai, questa creatura guadagna questa abilità”.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:SetZone( ZONE_BATTLEFIELD ) 
    EffectController():ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_CLONE", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
    </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
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))      -- this needs to be here to refire any other transition triggers (e.g. devour)
       EffectDC():Protect_CardPtr( COMPARTMENT_ID_EFFECT_SOURCE )          -- this stops the effect from being wiped when we complete the zonechange
    end
    </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="1">
    if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
    -- if you want to do other things as part of the copy effect, DO SO HERE
       -- e.g EffectSource():GetCurrentCharacteristics():GrantAbility(1)
       -- e.g EffectSource():GetCurrentCharacteristics():Power_Set(7)
       -- e.g EffectSource():GetCurrentCharacteristics():Toughness_Set(7)
    end
    </CONTINUOUS_ACTION>
      <DURATION>
    return (EffectSource() == nil)
    </DURATION>
   </TRIGGERED_ABILITY>
</CARD_V2>
I've just gotten done testing the others that I made.

Dreamstone Hedron - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="DREAMSTONE_HEDRON_909247395" />
  <CARDNAME text="DREAMSTONE_HEDRON" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dreamstone Hedron]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hèdron pierre de rêve]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Edro piedra del sueño]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Traumstein-Polyeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Edro della Pietra Onirica]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[夢石の面晶体]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Dreamstone Hedron]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Dreamstone Hedron]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Dreamstone Hedron]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909247395" />
  <ARTID value="909247395" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{6}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Only the Eldrazi mind thinks in the warped paths required to open the hedrons and tap the power within.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Seul l’esprit eldrazi est assez tordu pour ouvrir les hèdrons et puiser leur puissance.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sólo la mente de los eldrazi funciona de la retorcida forma que se requiere para abrir los edros y obtener el poder que hay dentro.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nur der Verstand der Eldrazi kann so verworren denken, wie es notwendig ist, um die Polyeder zu öffnen und an die in ihnen eingeschlossene Macht zu kommen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Solo la mente degli Eldrazi può seguire le linee contorte necessarie ad aprire gli edri e attingere il loro potere.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エルドラージの精神のみが、面晶体を開きその力を自らの物にするための歪んだ道筋をたどることができる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Only the Eldrazi mind thinks in the warped paths required to open the hedrons and tap the power within.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Only the Eldrazi mind thinks in the warped paths required to open the hedrons and tap the power within.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Only the Eldrazi mind thinks in the warped paths required to open the hedrons and tap the power within.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" />
  <EXPANSION value="CMD" />
  <RARITY metaname="U" />
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {3} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {3} à votre réserve.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {3} a tu reserva de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {3}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {3} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{3}を加える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {3} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {3} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {3} to your mana pool.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{1}", 3 )
      </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>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{1}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               oCharacteristics:GrantAbility( 1 )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="1">
      <COST type="TapSelf" />
      <PRODUCES amount="{3}" />
   </MANA_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}, {T}, Sacrifice Dreamstone Hedron: Draw three cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}, {T}, sacrifiez l’Hèdron pierre de rêve : Piochez trois cartes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}, {T}, sacrificar el Edro piedra del sueño: Roba tres cartas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}, {T}, opfere den Traumstein-Polyeder: Ziehe drei Karten.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}, {T}, Sacrifica l’Edro della Pietra Onirica: Pesca tre carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}, {T}, 夢石の面晶体を生け贄に捧げる:カードを3枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}, {T}, Sacrifice Dreamstone Hedron: Draw three cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}, {T}, Sacrifice Dreamstone Hedron: Draw three cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}, {T}, Sacrifice Dreamstone Hedron: Draw three cards.]]></LOCALISED_TEXT>
   <COST mana_cost="{3}" type="Mana" />
   <COST type="TapSelf" />
   <COST type="SacrificeSelf" />
   <RESOLUTION_TIME_ACTION>
   if EffectController() ~= nil then
      EffectController():DrawCards(3)
   end
   </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
</CARD_V2>
Tower of Fortunes - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TOWER_OF_FORTUNES_909035464" />
  <CARDNAME text="TOWER_OF_FORTUNES" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tower of Fortunes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tour des fortunes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Torre de la fortuna]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Turm der Schicksale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Torre della Fortuna]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[運命の塔]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tower of Fortunes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tower of Fortunes]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Torre de Opulência]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909035464" />
  <ARTID value="909035464" />
  <ARTIST name="Matt Cavotta" />
  <CASTING_COST cost="{4}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The ur-golem etchings begin by celebrating Mirrodin’s creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les hiéroglyphes ur-golems commencent par célébrer le créateur de Mirrodin, un golem au pouvoir illimité. Ils finissent par maudire son protecteur, un être du nom de Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los grabados de los ur-gólem empiezan con una oda al creador de Mirrodin, un gólem de poder casi ilimitado y terminan con una maldición a su protector, un ser llamado Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Inschriften der Ur-Golems beginnen mit dem Lob auf den Erschaffer Mirrodins, einem Golem mit fast unbegrenzter Macht. Sie enden mit Flüchen auf den Beschützer der Welt, einem Wesen namens Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le iscrizioni degli ur-golem cominciano con la celebrazione del creatore di Mirrodin, un golem dai poteri praticamente illimitati. Terminano maledicendo il suo protettore, un essere chiamato Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ウル=ゴーレムの絵物語は、ほとんど無限の力を持ったミラディンの造物主を祝福することから始まり、 その後継者を呪うことで終わる。彼は後にメムナークと呼ばれることとなる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The ur-golem etchings begin by celebrating Mirrodin’s creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The ur-golem etchings begin by celebrating Mirrodin’s creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os esboços dos ur-golems iniciam-se com a celebração do criador de Mirrodin, um golem de poder quase ilimitado. Eles terminam amaldiçoando o seu protetor, um ser chamado Memnarca.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" />
  <EXPANSION value="MRD" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{8}, {T}: Draw four cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{8}, {T} : Piochez quatre cartes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{8}, {T}: Roba cuatro cartas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{8}, {T}: Ziehe vier Karten.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{8}, {T}: Pesca quattro carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{8}, {T}:カードを4枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{8}, {T}: Draw four cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{8}, {T}: Draw four cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{8}, {T}: Compre quatro cards.]]></LOCALISED_TEXT>
   <COST mana_cost="{8}" type="Mana" />
   <COST type="TapSelf" />
   <RESOLUTION_TIME_ACTION>
   if EffectController() ~= nil then
      EffectController():DrawCards(4)
   end
   </RESOLUTION_TIME_ACTION>   
  </ACTIVATED_ABILITY>
</CARD_V2>
Urza's Mine - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="URZAS_MINE_909220947" />
  <CARDNAME text="URZAS_MINE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Urza’s Mine]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909220947" />
  <ARTID value="909220947" />
  <ARTIST name="Anson Maddocks" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mines became common as cities during the days of the artificers.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Land" />
  <EXPANSION value="ME4" />
  <RARITY metaname="B" />
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana. Se controlli una Centrale Energetica di Urza e una Torre di Urza, invece aggiungi {2} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Power-Plant and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
   <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
   </PLAY_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   local filter = ClearFilter()
   filter:Add( FE_CARD_NAME, OP_IS, "URZAS_POWER_PLANT" )
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
   filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    if filter:CountStopAt(1) == 1 then
      local filter = ClearFilter()
      filter:Add( FE_CARD_NAME, OP_IS, "URZAS_TOWER" )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
      filter:Add( FE_CONTROLLER, OP_IS, EffectController())
      if filter:CountStopAt(1) == 1 then
         RSN_Produce( "{1}", 2 )
      else
         RSN_Produce( "{1}", 1 )
      end
   else
      RSN_Produce( "{1}", 1 )
   end
   </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>
  <STATIC_ABILITY>
   <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{1}" )
   </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="8">
   local oCard = EffectSource()
   if (oCard ~= nil) then
      local oCharacteristics = oCard:GetCurrentCharacteristics()
      if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
         (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
         local filter = ClearFilter()
         filter:Add( FE_CARD_NAME, OP_IS, "URZAS_POWER_PLANT" )
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         if filter:CountStopAt(1) == 1 then
            local filter = ClearFilter()
            filter:Add( FE_CARD_NAME, OP_IS, "URZAS_TOWER" )
            filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            if filter:CountStopAt(1) == 1 then
               oCharacteristics:GrantAbility( 1 )
            else
               oCharacteristics:GrantAbility( 0 )
            end
         else
            oCharacteristics:GrantAbility( 0 )
         end
      end
   end
   </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
   <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
   <RESOLUTION_TIME_ACTION>
      RSN_ClearProducedMana()
   </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <MANA_ABILITY resource_id="0">
   <COST type="TapSelf" />
   <PRODUCES amount="{1}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="1">
   <COST type="TapSelf" />
   <PRODUCES amount="{2}" />
  </MANA_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
Urza's Power Plant - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="URZAS_POWER_PLANT_909220954" />
  <CARDNAME text="URZAS_POWER_PLANT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Urza’s Power Plant]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909220954" />
  <ARTID value="909220954" />
  <ARTIST name="Mark Tedin" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Artifact construction requires immense resources.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Land" />
  <EXPANSION value="ME4" />
  <RARITY metaname="B" />
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana. Se controlli una Miniera di Urza e una Torre di Urza, invece aggiungi {2} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Tower, add {2} to your mana pool instead.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
   <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
   </PLAY_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   local filter = ClearFilter()
   filter:Add( FE_CARD_NAME, OP_IS, "URZAS_MINE" )
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
   filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    if filter:CountStopAt(1) == 1 then
      local filter = ClearFilter()
      filter:Add( FE_CARD_NAME, OP_IS, "URZAS_TOWER" )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
      filter:Add( FE_CONTROLLER, OP_IS, EffectController())
      if filter:CountStopAt(1) == 1 then
         RSN_Produce( "{1}", 2 )
      else
         RSN_Produce( "{1}", 1 )
      end
   else
      RSN_Produce( "{1}", 1 )
   end
   </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>
  <STATIC_ABILITY>
   <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{1}" )
   </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="8">
   local oCard = EffectSource()
   if (oCard ~= nil) then
      local oCharacteristics = oCard:GetCurrentCharacteristics()
      if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
         (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
         local filter = ClearFilter()
         filter:Add( FE_CARD_NAME, OP_IS, "URZAS_MINE" )
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         if filter:CountStopAt(1) == 1 then
            local filter = ClearFilter()
            filter:Add( FE_CARD_NAME, OP_IS, "URZAS_TOWER" )
            filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            if filter:CountStopAt(1) == 1 then
               oCharacteristics:GrantAbility( 1 )
            else
               oCharacteristics:GrantAbility( 0 )
            end
         else
            oCharacteristics:GrantAbility( 0 )
         end
      end
   end
   </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
   <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
   <RESOLUTION_TIME_ACTION>
      RSN_ClearProducedMana()
   </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <MANA_ABILITY resource_id="0">
   <COST type="TapSelf" />
   <PRODUCES amount="{1}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="1">
   <COST type="TapSelf" />
   <PRODUCES amount="{2}" />
  </MANA_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
The rest.
Last edited by Xander9009 on 19 Jul 2013, 06:27, edited 2 times in total.
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Re: Formal Request Thread

Postby Master Necro » 19 Jul 2013, 05:16

thefiremind wrote:
Master Necro wrote:Riak fixed that in his code here
That's the problem, RiiakShiNal didn't fix anything, he just warned you that you were missing one of the 2 triggered abilities that I wrote. But rather than adding the missing ability, you deleted the previous one and substituted it with the other.

Graft (untested) | Open
Code: Select all
  <!-- FIRST TRIGGERED ABILITY -->
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       -- change the amount of counters here for Graft 2, 3, etc.
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <!-- END OF FIRST TRIGGERED ABILITY -->

  <!-- SECOND TRIGGERED ABILITY -->
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Graft 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Greffe 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Injertar 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pfropfen 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Innesto 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[移植 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Graft 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Прививка 1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enxerto 1]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
    </TRIGGER>
    <INTERVENING_IF>
    return EffectSource() ~= nil and TriggerObject() ~= nil and EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() ) &gt; 0
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil and TriggerObject() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
       EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_GRAFT" always_prompt="1" />
    <AUTO_SKIP>
    return EffectSource() == nil or TriggerObject() == nil
    </AUTO_SKIP>
  </TRIGGERED_ABILITY>
  <!-- END OF SECOND TRIGGERED ABILITY -->
You can't use the first OR the second, you need to use the first AND the second. Clear now? :wink:
Crystal. :)

And can anyone take a look at this card, I simply don't know what is wrong with it but the ability doesn't work:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="12">
  <FILENAME text="HAUNTER_OF_NIGHTVEIL_17369087" />
  <CARDNAME text="HAUNTER_OF_NIGHTVEIL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Haunter of Nightveil]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17369087" />
  <ARTID value="A369087" />
  <ARTIST name="Igor Kieryluk" />
  <CASTING_COST cost="{3}{U}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The Dimir employ the spirits of Ravnica's ancient, nameless dead, guiding their malevolence toward selected victims.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Spirit" />
  <EXPANSION value="DPI" />
  <RARITY metaname="U" />
  <POWER value="3" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creatures your opponents control get -1/-0.]]></LOCALISED_TEXT>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    </FILTER>
    <CONTINUOUS_ACTION layer="7C" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Add( -1 )
       characteristics:Toughness_Add( -0 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <SEALED_HEURISTICS is_removal="1" />
  <SEALED_HEURISTICS score_modifier="1150" />
  <SFX text="COMBAT_PLASMA_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_PLASMA_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
I thought about changing Static to Triggered but I think that then it wouldn't make enemies loose 1 power all the time.

P.S. Updated new cards.

P.P.S. I must be cursed or something because Graft still doesn't work it still doesn't ask me to move the counter when another creature enters the battlefield.
The code now looks like this:

Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
    </TRIGGER>
    <INTERVENING_IF>
    return EffectSource() ~= nil and TriggerObject() ~= nil and EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() ) &gt; 0
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil and TriggerObject() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
       EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="CARD_QUERY_GRAFT" always_prompt="1" />
    <AUTO_SKIP>
    return EffectSource() == nil or TriggerObject() == nil
    </AUTO_SKIP>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby Xander9009 » 19 Jul 2013, 06:25

Fixed Eldrazi Spawn Token and Skittering Invasion.
Urza's Tower - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="URZAS_TOWER_909220957" />
  <CARDNAME text="URZAS_TOWER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Urza’s Tower]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909220957" />
  <ARTID value="909220957" />
  <ARTIST name="Mark Poole" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Urza always put Tocasia’s lessons on resource-gathering to effective use.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Land" />
  <EXPANSION value="ME4" />
  <RARITY metaname="B" />
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana. Se controlli una Miniera di Urza e una Centrale Energetica di Urza, invece aggiungi {3} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {1} to your mana pool. If you control an Urza’s Mine and an Urza’s Power-Plant, add {3} to your mana pool instead.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
   <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
   </PLAY_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   local filter = ClearFilter()
   filter:Add( FE_CARD_NAME, OP_IS, "URZAS_POWER_PLANT" )
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
   filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    if filter:CountStopAt(1) == 1 then
      local filter = ClearFilter()
      filter:Add( FE_CARD_NAME, OP_IS, "URZAS_MINE" )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
      filter:Add( FE_CONTROLLER, OP_IS, EffectController())
      if filter:CountStopAt(1) == 1 then
         RSN_Produce( "{1}", 3 )
      else
         RSN_Produce( "{1}", 1 )
      end
   else
      RSN_Produce( "{1}", 1 )
   end
   </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>
  <STATIC_ABILITY>
   <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{1}" )
   </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="8">
   local oCard = EffectSource()
   if (oCard ~= nil) then
      local oCharacteristics = oCard:GetCurrentCharacteristics()
      if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
         (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
         local filter = ClearFilter()
         filter:Add( FE_CARD_NAME, OP_IS, "URZAS_POWER_PLANT" )
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         if filter:CountStopAt(1) == 1 then
            local filter = ClearFilter()
            filter:Add( FE_CARD_NAME, OP_IS, "URZAS_MINE" )
            filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            if filter:CountStopAt(1) == 1 then
               oCharacteristics:GrantAbility( 1 )
            else
               oCharacteristics:GrantAbility( 0 )
            end
         else
            oCharacteristics:GrantAbility( 0 )
         end
      end
   end
   </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
   <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
   <RESOLUTION_TIME_ACTION>
      RSN_ClearProducedMana()
   </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <MANA_ABILITY resource_id="0">
   <COST type="TapSelf" />
   <PRODUCES amount="{1}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="1">
   <COST type="TapSelf" />
   <PRODUCES amount="{3}" />
  </MANA_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
Skittering Invasion - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SKITTERING_INVASION_909193614" />
  <CARDNAME text="SKITTERING_INVASION" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Skittering Invasion]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Invasion jaillissante]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Invasión resbaladiza]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jagende Invasion]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Invasione di Parassiti]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[走り回る侵略]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Skittering Invasion]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Поспешное Вторжение]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Invasão Saltitante]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909193614" />
  <ARTID value="909193614" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{7}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The brood spread far faster than we could kill it. I fear the worst is yet to come.”
—The War Diaries]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« La progéniture se répand trop rapidement pour qu’on puisse l’exterminer. Je crains que le pire soit encore à venir. »
—Les journaux de la Guerre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“La progenie se expande más rápido de lo que podemos matarla. Temo que lo peor esté por venir.”
—Los diarios de guerra]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Die Brut breitete sich schneller aus, als wir sie töten konnten. Ich befürchte, das Schlimmste kommt erst noch.”
—Die Kriegstagebücher]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“La covata si sparpagliò molto più rapidamente di quanto potessimo ucciderla. Temo che il peggio debba ancora arrivare.”
—I Diari di Guerra]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「落し子どもは、我々が殺すよりも早く広がっていく。 さらに悪い事態になりそうだ。」
――「戦争日誌」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The brood spread far faster than we could kill it. I fear the worst is yet to come.”
—The War Diaries]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Выводок плодится куда быстрее, чем мы можем их перебить. Боюсь, что худшее еще впереди».
— Дневники войны]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“A velocidade de disseminação da ninhada foi superior a nossa rapidez em eliminá-la. Temo que o pior ainda está por vir.”
— Os Diários da Guerra]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Tribal" />
  <TYPE metaname="Sorcery" />
  <SUB_TYPE metaname="Eldrazi" />
  <EXPANSION value="ROE" />
  <RARITY metaname="U" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Put five 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have “Sacrifice this creature: Add {1} to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mettez sur le champ de bataille cinq jetons de créature 0/1 incolore Eldrazi et Engeance. Ils ont « Sacrifiez cette créature : Ajoutez {1} à votre réserve. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pon en el campo de batalla cinco fichas de criatura Engendro Eldrazi incoloras 0/1. Tienen “Sacrificar esta criatura: Agrega {1} a tu reserva de maná”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bringe fünf 0/1 farblose <i>(Eldrazi, Ausgeburt)</i>-Kreaturenspielsteine ins Spiel. Sie haben „Opfere diese Kreatur: Erhöhe deinen Manavorrat um {1}”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Metti sul campo di battaglia cinque pedine creatura Progenie Eldrazi 0/1 incolori. Hanno “Sacrifica questa creatura: Aggiungi {1} alla tua riserva di mana”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[無色の0/1のエルドラージ・落とし子・クリーチャー・トークンを5体戦場に出す。 それらは「このクリーチャーを生け贄に捧げる:あなたのマナ・プールに{1}を加える。」を持つ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Put five 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have “Sacrifice this creature: Add {1} to your mana pool.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Положите на поле битвы пять фишек существа 0/1 бесцветный Эльдрази Порождение. У них есть способность «Пожертвуйте это существо: добавьте {1} в ваше хранилище маны».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Coloque no campo de batalha cinco fichas de criatura incolores 0/1 do tipo Prole Eldrazi. Elas têm “Sacrifique esta criatura: Adicione {1} à sua reserva de mana.”]]></LOCALISED_TEXT>
   <RESOLUTION_TIME_ACTION>
      MTG():PutTokensOntoBattlefield( "TOKEN_ELDRAZI_SPAWN_0_1_90909", 5, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_SPAWN_0_1_90909" />
  <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
Eldrazi Spawn Token - Used BloodReyvyn's with a changed ID to avoid interference - Tested | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TOKEN_ELDRAZI_SPAWN_0_1_90909" />
   <CARDNAME text="ELDRAZI_SPAWN" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ELDRAZI SPAWN]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="90909" />
   <ARTID value="90909" />
   <ARTIST name="Mark Tedin" />
   <CASTING_COST cost="" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Eldrazi" />
   <EXPANSION value="DPI" />
   <RARITY metaname="T" />
   <POWER value="0" />
   <TOUGHNESS value="1" />
   <TOKEN />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacrifice this creature: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <COST type="SacrificeSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{1}", 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>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{1}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
      RSN_ClearProducedMana()
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <SFX text="COMBAT_BITE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BITE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Talrand,Sky Summoner - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TALRAND_SKY_SUMMONER_909253701" />
  <CARDNAME text="TALRAND_SKY_SUMMONER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Talrand, Sky Summoner]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Talrand, invocateur céleste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Talrand, invocador celeste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Talrand der Himmelsbeschwörer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Talrand, Evocatore Celeste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[空召喚士ターランド]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[하늘의 소환술사 탈란드]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Талранд, Небесный Вызыватель]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Talrand, Invocador Celeste]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909253701" />
  <ARTID value="909253701" />
  <ARTIST name="Svetlin Velinov" />
  <CASTING_COST cost="{2}{U}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The seas are vast, but the skies are even more so. Why be content with one kingdom when I can rule them both?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« La mer est vaste, mais bien moins que le ciel. Pourquoi se contenter d’un royaume quand je peux régner sur les deux ? »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Los mares son vastos, pero los cielos lo son más todavía. ¿Por qué contentarse con un reino si puedes dominar ambos?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Die Ozeane sind riesig, doch der Himmel ist noch größer. Warum sollte ich mich mit einem Königreich zufrieden geben, wo ich doch über beide herrschen kann?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I mari sono immensi, ma i cieli lo sono anche di più. Perché accontentarsi di un regno quando posso governare entrambi?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「海は広大だが、空はそれ以上に広大だ。その両方を統べることができるなら、なぜ1つの王国に満足しようか?」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“바다도 광활하지만, 하늘이야말로 그 끝을 알 수 없다. 두 왕국을 모두 지배할 수 있는데 어떻게 하나에 만족할 수 있겠는가?”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Море широко, но небеса поистине безбрежны. Почему я должен довольствоваться одной стихией, когда могу повелевать обеими?»]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Os mares são vastos, mas os céus são ainda mais. Por que me contentar com um reino quando posso governar ambos?”]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Merfolk" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="M13" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous lancez un sort d’éphémère ou de rituel, mettez sur le champ de bataille un jeton de créature 2/2 bleue Drakôn avec le vol.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que lances un hechizo de instantáneo o de conjuro, pon en el campo de batalla una ficha de criatura Draco azul 2/2 con la habilidad de volar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du einen Spontanzauber oder eine Hexerei wirkst, bringe einen 2/2 blauen Sceada-Kreaturenspielstein mit Flugfähigkeit ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lanci una magia istantaneo o stregoneria, metti sul campo di battaglia una pedina creatura Draghetto 2/2 blu con volare.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがインスタント呪文かソーサリー呪文を1つ唱えるたび、飛行を持つ青の2/2のドレイク・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[당신이 순간마법 또는 집중마법 주문을 발동할 때마다, 비행 능력을 가진 2/2 청색 드레이크 생물 토큰 한 개를 전장에 놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда вы разыгрываете мгновенное заклинание или заклинание волшебства, положите на поле битвы одну фишку существа 2/2 синий Дрейк с Полетом.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que você conjurar uma mágica instantânea ou um feitiço, coloque no campo de batalha uma ficha de criatura azul 2/2 do tipo Dragonete com voar.]]></LOCALISED_TEXT>
   <TRIGGER value="SPELL_PLAYED" simple_qualifier="controller">
    return  TriggerObject():GetCardType():Test( CARD_TYPE_INSTANT )
    </TRIGGER>
   <TRIGGER value="SPELL_PLAYED" simple_qualifier="controller">
    return  TriggerObject():GetCardType():Test( CARD_TYPE_SORCERY )
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_DRAKE_2_2_U_F_90908", 1, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_DRAKE_2_2_U_F_90908" />
  <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>
Drake Token - Used TFM's with a changed id to avoid interference - Tested | Open
<?xml version="1.0"?>
<CARD_V2>
<FILENAME text="TOKEN_DRAKE_2_2_U_F_90908" />
<CARDNAME text="DRAKE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[DRAKE]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[DRAKÔN]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[DRACO]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[SCEADA]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[DRAGHETTO]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ドレイク]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[드레이크]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ДРЕЙК]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[DRAGONETE]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="90908" />
<ARTID value="90908" />
<COLOUR value="U" />
<ARTIST name="Svetlin Velinov" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Drake" />
<EXPANSION value="DPG" />
<RARITY metaname="T" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TOKEN />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<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>
Code: Select all
Last edited by Xander9009 on 20 Jul 2013, 00:17, edited 2 times in total.
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Re: Formal Request Thread

Postby Xander9009 » 19 Jul 2013, 06:26

Urza's Incubator is not easily done. I did what I could with it, but it's not in a working state. It has two problems that I know of. The first is that I don't think the check to see if the creature is the chosen type is working. I think that's because TEST() doesn't use variables. I don't know how to fix that, it would require someone else. The second problem is that you can only show 7 options on the screen. That means either choosing 7 creature types or separating them out so they appear over 37 pages with the first 6 options on each page being creature types and the 7th being "next". That seems... overly complicated. Also, I don't know how to have more than one multiple choice question in a single ability. So, here's the very much not working code.
Urza's Incubator - Not Working | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="URZAS_INCUBATOR_909015257" />
  <CARDNAME text="URZAS_INCUBATOR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Urza’s Incubator]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909015257" />
  <ARTID value="909015257" />
  <ARTIST name="Pete Venters" />
  <CASTING_COST cost="{3}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Stop thinking like an artificer, Urza, and start thinking like a father”
Rayne, Academy Chancellor]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" />
  <EXPANSION value="CG" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY replacement_query="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mentre l’Incubatrice di Urza entra nel campo di battaglia, scegli un tipo di creatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As Urza’s Incubator enters the battlefield, choose a creature type.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
   <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil and TriggerObject() ~= nil then
       controller:BeginNewMultipleChoice()
       controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HUMAN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ADVISOR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ANEMONE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ANGEL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ANTEATER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ANTELOPE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_APE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ARCHER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ARCHON")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ARTIFICER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ASSASSIN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ASSEMBLY_WORKER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ATOG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_AUROCHS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_AVATAR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BADGER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BARBARIAN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BASILISK")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BAT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BEAR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BEAST")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BEEBLE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BERSERKER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BIRD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BLINKMOTH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BOAR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BRINGER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_BRUSHWAGG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CAMARID")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CAMEL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CARIBOU")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CARRIER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CAT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CENTAUR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CEPHALID")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CHIMERA")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CITIZEN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CLERIC")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_COCKATRICE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CONSTRUCT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_COWARD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CRAB")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CROCODILE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_CYCLOPS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DAUTHI")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DEMON")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DESERTER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DEVIL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DJINN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DRAGON")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DRAKE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DREADNOUGHT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DRONE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DRUID")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DRYAD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_DWARF")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_EFREET")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_EGG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ELDER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ELEMENTAL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ELEPHANT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ELF")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ELK")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_EYE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FAERIE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FERRET")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FISH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FLAGBEARER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FOX")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FROG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_FUNGUS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GARGOYLE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GIANT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GNOME")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GOAT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GOBLIN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GOLEM")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GORGON")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GRAVEBORN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GREMLIN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_GRIFFIN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HAG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HARPY")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HELLION")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HIPPO")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HOMARID")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HOMUNCULUS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HORROR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HORSE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HOUND")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_HYDRA")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ILLUSION")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_IMP")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_INCARNATION")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_INSECT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_JELLYFISH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_JUGGERNAUT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KAVU")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KIRIN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KITHKIN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KNIGHT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KOBOLD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KOR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_KRAKEN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_LAMMASU")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_LEECH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_LEVIATHAN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_LHURGOYF")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_LICID")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_LIZARD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MANTICORE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MASTICORE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MERCENARY")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MERFOLK")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_METATHRAN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MINION")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MINOTAUR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MONGER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MONGOOSE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MONK")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MOONFOLK")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MUTANT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MYR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_MYSTIC")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_NAUTILUS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_NEPHILIM")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_NIGHTMARE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_NIGHTSTALKER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_NINJA")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_NOMAD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_OCTOPUS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_OGRE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_OOZE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ORB")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ORC")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ORGG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_OUPHE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_OX")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_OYSTER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PEGASUS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PENTAVITE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PEST")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PHELDDAGRIF")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PHOENIX")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PINCHER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PIRATE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PLANT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PRISM")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_RABBIT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_RAT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_REBEL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_REFLECTION")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_RHINO")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_RIGGER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ROGUE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SALAMANDER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SAMURAI")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SAND")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SAPROLING")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SATYR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SCARECROW")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SCORPION")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SCOUT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SERF")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SERPENT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SHADE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SHAMAN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SHAPESHIFTER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SHEEP")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SKELETON")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SLITH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SLIVER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SLUG")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SNAKE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SOLDIER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SOLTARI")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPAWN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPECTER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPELLSHAPER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPHINX")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPIDER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPIKE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPIRIT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPLINTER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SPONGE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SQUID")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SQUIRREL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_STARFISH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_SURVIVOR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_TETRAVITE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_THALAKOS")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_THOPTER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_THRULL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_TREEFOLK")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_TRISKELAVITE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_TROLL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_TURTLE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_UNICORN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_VAMPIRE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_VEDALKEN")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_VIASHINO")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_VOLVER")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WALL")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WARRIOR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WEIRD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WHALE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WIZARD")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WOLF")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WOLVERINE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WOMBAT")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WORM")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WRAITH")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WURM")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_YETI")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ZOMBIE")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ZUBERA")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ALLY")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_TRAP")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_ELDRAZI")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_PRAETOR")
      controller:AddMultipleChoiceAnswer( "CREATURE_TYPE_WEREWOLF")
       controller:AskMultipleChoiceQuestion( "CHOOSE_CREATURE_TYPE_QUESTION" )
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil and EffectSource() ~= nil then
      local creature_type = controller:GetMultipleChoiceResult()
       if creature_type == 0 then
          creature_type = CREATURE_TYPE_HUMAN
      elseif creature_type == 1 then
         creature_type = CREATURE_TYPE_ADVISOR
      elseif creature_type == 2 then
         creature_type = CREATURE_TYPE_ANEMONE
      elseif creature_type == 3 then
         creature_type = CREATURE_TYPE_ANGEL
      elseif creature_type == 4 then
         creature_type = CREATURE_TYPE_ANTEATER
      elseif creature_type == 5 then
         creature_type = CREATURE_TYPE_ANTELOPE
      elseif creature_type == 6 then
         creature_type = CREATURE_TYPE_APE
      elseif creature_type == 7 then
         creature_type = CREATURE_TYPE_ARCHER
      elseif creature_type == 8 then
         creature_type = CREATURE_TYPE_ARCHON
      elseif creature_type == 9 then
         creature_type = CREATURE_TYPE_ARTIFICER
      elseif creature_type == 10 then
         creature_type = CREATURE_TYPE_ASSASSIN
      elseif creature_type == 11 then
         creature_type = CREATURE_TYPE_ASSEMBLY_WORKER
      elseif creature_type == 12 then
         creature_type = CREATURE_TYPE_ATOG
      elseif creature_type == 13 then
         creature_type = CREATURE_TYPE_AUROCHS
      elseif creature_type == 14 then
         creature_type = CREATURE_TYPE_AVATAR
      elseif creature_type == 15 then
         creature_type = CREATURE_TYPE_BADGER
      elseif creature_type == 16 then
         creature_type = CREATURE_TYPE_BARBARIAN
      elseif creature_type == 17 then
         creature_type = CREATURE_TYPE_BASILISK
      elseif creature_type == 18 then
         creature_type = CREATURE_TYPE_BAT
      elseif creature_type == 19 then
         creature_type = CREATURE_TYPE_BEAR
      elseif creature_type == 20 then
         creature_type = CREATURE_TYPE_BEAST
      elseif creature_type == 21 then
         creature_type = CREATURE_TYPE_BEEBLE
      elseif creature_type == 22 then
         creature_type = CREATURE_TYPE_BERSERKER
      elseif creature_type == 23 then
         creature_type = CREATURE_TYPE_BIRD
      elseif creature_type == 24 then
         creature_type = CREATURE_TYPE_BLINKMOTH
      elseif creature_type == 25 then
         creature_type = CREATURE_TYPE_BOAR
      elseif creature_type == 26 then
         creature_type = CREATURE_TYPE_BRINGER
      elseif creature_type == 27 then
         creature_type = CREATURE_TYPE_BRUSHWAGG
      elseif creature_type == 28 then
         creature_type = CREATURE_TYPE_CAMARID
      elseif creature_type == 29 then
         creature_type = CREATURE_TYPE_CAMEL
      elseif creature_type == 30 then
         creature_type = CREATURE_TYPE_CARIBOU
      elseif creature_type == 31 then
         creature_type = CREATURE_TYPE_CARRIER
      elseif creature_type == 32 then
         creature_type = CREATURE_TYPE_CAT
      elseif creature_type == 33 then
         creature_type = CREATURE_TYPE_CENTAUR
      elseif creature_type == 34 then
         creature_type = CREATURE_TYPE_CEPHALID
      elseif creature_type == 35 then
         creature_type = CREATURE_TYPE_CHIMERA
      elseif creature_type == 36 then
         creature_type = CREATURE_TYPE_CITIZEN
      elseif creature_type == 37 then
         creature_type = CREATURE_TYPE_CLERIC
      elseif creature_type == 38 then
         creature_type = CREATURE_TYPE_COCKATRICE
      elseif creature_type == 39 then
         creature_type = CREATURE_TYPE_CONSTRUCT
      elseif creature_type == 40 then
         creature_type = CREATURE_TYPE_COWARD
      elseif creature_type == 41 then
         creature_type = CREATURE_TYPE_CRAB
      elseif creature_type == 42 then
         creature_type = CREATURE_TYPE_CROCODILE
      elseif creature_type == 43 then
         creature_type = CREATURE_TYPE_CYCLOPS
      elseif creature_type == 44 then
         creature_type = CREATURE_TYPE_DAUTHI
      elseif creature_type == 45 then
         creature_type = CREATURE_TYPE_DEMON
      elseif creature_type == 46 then
         creature_type = CREATURE_TYPE_DESERTER
      elseif creature_type == 47 then
         creature_type = CREATURE_TYPE_DEVIL
      elseif creature_type == 48 then
         creature_type = CREATURE_TYPE_DJINN
      elseif creature_type == 49 then
         creature_type = CREATURE_TYPE_DRAGON
      elseif creature_type == 50 then
         creature_type = CREATURE_TYPE_DRAKE
      elseif creature_type == 51 then
         creature_type = CREATURE_TYPE_DREADNOUGHT
      elseif creature_type == 52 then
         creature_type = CREATURE_TYPE_DRONE
      elseif creature_type == 53 then
         creature_type = CREATURE_TYPE_DRUID
      elseif creature_type == 54 then
         creature_type = CREATURE_TYPE_DRYAD
      elseif creature_type == 55 then
         creature_type = CREATURE_TYPE_DWARF
      elseif creature_type == 56 then
         creature_type = CREATURE_TYPE_EFREET
      elseif creature_type == 57 then
         creature_type = CREATURE_TYPE_EGG
      elseif creature_type == 58 then
         creature_type = CREATURE_TYPE_ELDER
      elseif creature_type == 59 then
         creature_type = CREATURE_TYPE_ELEMENTAL
      elseif creature_type == 60 then
         creature_type = CREATURE_TYPE_ELEPHANT
      elseif creature_type == 61 then
         creature_type = CREATURE_TYPE_ELF
      elseif creature_type == 62 then
         creature_type = CREATURE_TYPE_ELK
      elseif creature_type == 63 then
         creature_type = CREATURE_TYPE_EYE
      elseif creature_type == 64 then
         creature_type = CREATURE_TYPE_FAERIE
      elseif creature_type == 65 then
         creature_type = CREATURE_TYPE_FERRET
      elseif creature_type == 66 then
         creature_type = CREATURE_TYPE_FISH
      elseif creature_type == 67 then
         creature_type = CREATURE_TYPE_FLAGBEARER
      elseif creature_type == 68 then
         creature_type = CREATURE_TYPE_FOX
      elseif creature_type == 69 then
         creature_type = CREATURE_TYPE_FROG
      elseif creature_type == 70 then
         creature_type = CREATURE_TYPE_FUNGUS
      elseif creature_type == 71 then
         creature_type = CREATURE_TYPE_GARGOYLE
      elseif creature_type == 72 then
         creature_type = CREATURE_TYPE_GIANT
      elseif creature_type == 73 then
         creature_type = CREATURE_TYPE_GNOME
      elseif creature_type == 74 then
         creature_type = CREATURE_TYPE_GOAT
      elseif creature_type == 75 then
         creature_type = CREATURE_TYPE_GOBLIN
      elseif creature_type == 76 then
         creature_type = CREATURE_TYPE_GOLEM
      elseif creature_type == 77 then
         creature_type = CREATURE_TYPE_GORGON
      elseif creature_type == 78 then
         creature_type = CREATURE_TYPE_GRAVEBORN
      elseif creature_type == 79 then
         creature_type = CREATURE_TYPE_GREMLIN
      elseif creature_type == 80 then
         creature_type = CREATURE_TYPE_GRIFFIN
      elseif creature_type == 81 then
         creature_type = CREATURE_TYPE_HAG
      elseif creature_type == 82 then
         creature_type = CREATURE_TYPE_HARPY
      elseif creature_type == 83 then
         creature_type = CREATURE_TYPE_HELLION
      elseif creature_type == 84 then
         creature_type = CREATURE_TYPE_HIPPO
      elseif creature_type == 85 then
         creature_type = CREATURE_TYPE_HOMARID
      elseif creature_type == 86 then
         creature_type = CREATURE_TYPE_HOMUNCULUS
      elseif creature_type == 87 then
         creature_type = CREATURE_TYPE_HORROR
      elseif creature_type == 88 then
         creature_type = CREATURE_TYPE_HORSE
      elseif creature_type == 89 then
         creature_type = CREATURE_TYPE_HOUND
      elseif creature_type == 90 then
         creature_type = CREATURE_TYPE_HYDRA
      elseif creature_type == 91 then
         creature_type = CREATURE_TYPE_ILLUSION
      elseif creature_type == 92 then
         creature_type = CREATURE_TYPE_IMP
      elseif creature_type == 93 then
         creature_type = CREATURE_TYPE_INCARNATION
      elseif creature_type == 94 then
         creature_type = CREATURE_TYPE_INSECT
      elseif creature_type == 95 then
         creature_type = CREATURE_TYPE_JELLYFISH
      elseif creature_type == 96 then
         creature_type = CREATURE_TYPE_JUGGERNAUT
      elseif creature_type == 97 then
         creature_type = CREATURE_TYPE_KAVU
      elseif creature_type == 98 then
         creature_type = CREATURE_TYPE_KIRIN
      elseif creature_type == 99 then
         creature_type = CREATURE_TYPE_KITHKIN
      elseif creature_type == 100 then
         creature_type = CREATURE_TYPE_KNIGHT
      elseif creature_type == 101 then
         creature_type = CREATURE_TYPE_KOBOLD
      elseif creature_type == 102 then
         creature_type = CREATURE_TYPE_KOR
      elseif creature_type == 103 then
         creature_type = CREATURE_TYPE_KRAKEN
      elseif creature_type == 104 then
         creature_type = CREATURE_TYPE_LAMMASU
      elseif creature_type == 105 then
         creature_type = CREATURE_TYPE_LEECH
      elseif creature_type == 106 then
         creature_type = CREATURE_TYPE_LEVIATHAN
      elseif creature_type == 107 then
         creature_type = CREATURE_TYPE_LHURGOYF
      elseif creature_type == 108 then
         creature_type = CREATURE_TYPE_LICID
      elseif creature_type == 109 then
         creature_type = CREATURE_TYPE_LIZARD
      elseif creature_type == 110 then
         creature_type = CREATURE_TYPE_MANTICORE
      elseif creature_type == 111 then
         creature_type = CREATURE_TYPE_MASTICORE
      elseif creature_type == 112 then
         creature_type = CREATURE_TYPE_MERCENARY
      elseif creature_type == 113 then
         creature_type = CREATURE_TYPE_MERFOLK
      elseif creature_type == 114 then
         creature_type = CREATURE_TYPE_METATHRAN
      elseif creature_type == 115 then
         creature_type = CREATURE_TYPE_MINION
      elseif creature_type == 116 then
         creature_type = CREATURE_TYPE_MINOTAUR
      elseif creature_type == 117 then
         creature_type = CREATURE_TYPE_MONGER
      elseif creature_type == 118 then
         creature_type = CREATURE_TYPE_MONGOOSE
      elseif creature_type == 119 then
         creature_type = CREATURE_TYPE_MONK
      elseif creature_type == 120 then
         creature_type = CREATURE_TYPE_MOONFOLK
      elseif creature_type == 121 then
         creature_type = CREATURE_TYPE_MUTANT
      elseif creature_type == 122 then
         creature_type = CREATURE_TYPE_MYR
      elseif creature_type == 123 then
         creature_type = CREATURE_TYPE_MYSTIC
      elseif creature_type == 124 then
         creature_type = CREATURE_TYPE_NAUTILUS
      elseif creature_type == 125 then
         creature_type = CREATURE_TYPE_NEPHILIM
      elseif creature_type == 126 then
         creature_type = CREATURE_TYPE_NIGHTMARE
      elseif creature_type == 127 then
         creature_type = CREATURE_TYPE_NIGHTSTALKER
      elseif creature_type == 128 then
         creature_type = CREATURE_TYPE_NINJA
      elseif creature_type == 129 then
         creature_type = CREATURE_TYPE_NOMAD
      elseif creature_type == 130 then
         creature_type = CREATURE_TYPE_OCTOPUS
      elseif creature_type == 131 then
         creature_type = CREATURE_TYPE_OGRE
      elseif creature_type == 132 then
         creature_type = CREATURE_TYPE_OOZE
      elseif creature_type == 133 then
         creature_type = CREATURE_TYPE_ORB
      elseif creature_type == 134 then
         creature_type = CREATURE_TYPE_ORC
      elseif creature_type == 135 then
         creature_type = CREATURE_TYPE_ORGG
      elseif creature_type == 136 then
         creature_type = CREATURE_TYPE_OUPHE
      elseif creature_type == 137 then
         creature_type = CREATURE_TYPE_OX
      elseif creature_type == 138 then
         creature_type = CREATURE_TYPE_OYSTER
      elseif creature_type == 139 then
         creature_type = CREATURE_TYPE_PEGASUS
      elseif creature_type == 140 then
         creature_type = CREATURE_TYPE_PENTAVITE
      elseif creature_type == 141 then
         creature_type = CREATURE_TYPE_PEST
      elseif creature_type == 142 then
         creature_type = CREATURE_TYPE_PHELDDAGRIF
      elseif creature_type == 143 then
         creature_type = CREATURE_TYPE_PHOENIX
      elseif creature_type == 144 then
         creature_type = CREATURE_TYPE_PINCHER
      elseif creature_type == 145 then
         creature_type = CREATURE_TYPE_PIRATE
      elseif creature_type == 146 then
         creature_type = CREATURE_TYPE_PLANT
      elseif creature_type == 147 then
         creature_type = CREATURE_TYPE_PRISM
      elseif creature_type == 148 then
         creature_type = CREATURE_TYPE_RABBIT
      elseif creature_type == 149 then
         creature_type = CREATURE_TYPE_RAT
      elseif creature_type == 150 then
         creature_type = CREATURE_TYPE_REBEL
      elseif creature_type == 151 then
         creature_type = CREATURE_TYPE_REFLECTION
      elseif creature_type == 152 then
         creature_type = CREATURE_TYPE_RHINO
      elseif creature_type == 153 then
         creature_type = CREATURE_TYPE_RIGGER
      elseif creature_type == 154 then
         creature_type = CREATURE_TYPE_ROGUE
      elseif creature_type == 155 then
         creature_type = CREATURE_TYPE_SALAMANDER
      elseif creature_type == 156 then
         creature_type = CREATURE_TYPE_SAMURAI
      elseif creature_type == 157 then
         creature_type = CREATURE_TYPE_SAND
      elseif creature_type == 158 then
         creature_type = CREATURE_TYPE_SAPROLING
      elseif creature_type == 159 then
         creature_type = CREATURE_TYPE_SATYR
      elseif creature_type == 160 then
         creature_type = CREATURE_TYPE_SCARECROW
      elseif creature_type == 161 then
         creature_type = CREATURE_TYPE_SCORPION
      elseif creature_type == 162 then
         creature_type = CREATURE_TYPE_SCOUT
      elseif creature_type == 163 then
         creature_type = CREATURE_TYPE_SERF
      elseif creature_type == 164 then
         creature_type = CREATURE_TYPE_SERPENT
      elseif creature_type == 165 then
         creature_type = CREATURE_TYPE_SHADE
      elseif creature_type == 166 then
         creature_type = CREATURE_TYPE_SHAMAN
      elseif creature_type == 167 then
         creature_type = CREATURE_TYPE_SHAPESHIFTER
      elseif creature_type == 168 then
         creature_type = CREATURE_TYPE_SHEEP
      elseif creature_type == 169 then
         creature_type = CREATURE_TYPE_SKELETON
      elseif creature_type == 170 then
         creature_type = CREATURE_TYPE_SLITH
      elseif creature_type == 171 then
         creature_type = CREATURE_TYPE_SLIVER
      elseif creature_type == 172 then
         creature_type = CREATURE_TYPE_SLUG
      elseif creature_type == 173 then
         creature_type = CREATURE_TYPE_SNAKE
      elseif creature_type == 174 then
         creature_type = CREATURE_TYPE_SOLDIER
      elseif creature_type == 175 then
         creature_type = CREATURE_TYPE_SOLTARI
      elseif creature_type == 176 then
         creature_type = CREATURE_TYPE_SPAWN
      elseif creature_type == 177 then
         creature_type = CREATURE_TYPE_SPECTER
      elseif creature_type == 178 then
         creature_type = CREATURE_TYPE_SPELLSHAPER
      elseif creature_type == 179 then
         creature_type = CREATURE_TYPE_SPHINX
      elseif creature_type == 180 then
         creature_type = CREATURE_TYPE_SPIDER
      elseif creature_type == 181 then
         creature_type = CREATURE_TYPE_SPIKE
      elseif creature_type == 182 then
         creature_type = CREATURE_TYPE_SPIRIT
      elseif creature_type == 183 then
         creature_type = CREATURE_TYPE_SPLINTER
      elseif creature_type == 184 then
         creature_type = CREATURE_TYPE_SPONGE
      elseif creature_type == 185 then
         creature_type = CREATURE_TYPE_SQUID
      elseif creature_type == 186 then
         creature_type = CREATURE_TYPE_SQUIRREL
      elseif creature_type == 187 then
         creature_type = CREATURE_TYPE_STARFISH
      elseif creature_type == 188 then
         creature_type = CREATURE_TYPE_SURVIVOR
      elseif creature_type == 189 then
         creature_type = CREATURE_TYPE_TETRAVITE
      elseif creature_type == 190 then
         creature_type = CREATURE_TYPE_THALAKOS
      elseif creature_type == 191 then
         creature_type = CREATURE_TYPE_THOPTER
      elseif creature_type == 192 then
         creature_type = CREATURE_TYPE_THRULL
      elseif creature_type == 193 then
         creature_type = CREATURE_TYPE_TREEFOLK
      elseif creature_type == 194 then
         creature_type = CREATURE_TYPE_TRISKELAVITE
      elseif creature_type == 195 then
         creature_type = CREATURE_TYPE_TROLL
      elseif creature_type == 196 then
         creature_type = CREATURE_TYPE_TURTLE
      elseif creature_type == 197 then
         creature_type = CREATURE_TYPE_UNICORN
      elseif creature_type == 198 then
         creature_type = CREATURE_TYPE_VAMPIRE
      elseif creature_type == 199 then
         creature_type = CREATURE_TYPE_VEDALKEN
      elseif creature_type == 200 then
         creature_type = CREATURE_TYPE_VIASHINO
      elseif creature_type == 201 then
         creature_type = CREATURE_TYPE_VOLVER
      elseif creature_type == 202 then
         creature_type = CREATURE_TYPE_WALL
      elseif creature_type == 203 then
         creature_type = CREATURE_TYPE_WARRIOR
      elseif creature_type == 204 then
         creature_type = CREATURE_TYPE_WEIRD
      elseif creature_type == 205 then
         creature_type = CREATURE_TYPE_WHALE
      elseif creature_type == 206 then
         creature_type = CREATURE_TYPE_WIZARD
      elseif creature_type == 207 then
         creature_type = CREATURE_TYPE_WOLF
      elseif creature_type == 208 then
         creature_type = CREATURE_TYPE_WOLVERINE
      elseif creature_type == 209 then
         creature_type = CREATURE_TYPE_WOMBAT
      elseif creature_type == 210 then
         creature_type = CREATURE_TYPE_WORM
      elseif creature_type == 211 then
         creature_type = CREATURE_TYPE_WRAITH
      elseif creature_type == 212 then
         creature_type = CREATURE_TYPE_WURM
      elseif creature_type == 213 then
         creature_type = CREATURE_TYPE_YETI
      elseif creature_type == 214 then
         creature_type = CREATURE_TYPE_ZOMBIE
      elseif creature_type == 215 then
         creature_type = CREATURE_TYPE_ZUBERA
      elseif creature_type == 216 then
         creature_type = CREATURE_TYPE_ALLY
      elseif creature_type == 217 then
         creature_type = CREATURE_TYPE_TRAP
      elseif creature_type == 218 then
         creature_type = CREATURE_TYPE_ELDRAZI
      elseif creature_type == 219 then
         creature_type = CREATURE_TYPE_PRAETOR
      elseif creature_type == 220 then
         creature_type = CREATURE_TYPE_WEREWOLF
      end
    end
   EffectDC():Set_Int(0, creature_type)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le magie creatura del tipo scelto costano {2} in meno per essere lanciate.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creature spells of the chosen type cost {2} less to cast.]]></LOCALISED_TEXT>
   <TRIGGER value="CONSIDERED_FOR_CAST" pre_trigger="1">
    return (TriggerObject():GetSubType():Test( EffectDC():Get_Int(0) ))
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():DecreaseCost( 2 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
</CARD_V2>
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Re: Formal Request Thread

Postby Master Necro » 19 Jul 2013, 06:42

Updated the cards.
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Re: Formal Request Thread

Postby Deus Leonis » 19 Jul 2013, 06:53

I would like to request the card Tolarian Academy please. Thanks.
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Re: Formal Request Thread

Postby Fero » 19 Jul 2013, 07:16

I tested the Phyrexian Obliterator and it's finished :D . It's going well.

Can Somebody do this cards please?:

Mutagenic Growth
Groundswell
Inkmoth Nexus
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Re: Formal Request Thread

Postby Xander9009 » 19 Jul 2013, 07:30

Deus Leonis wrote:I would like to request the card Tolarian Academy please. Thanks.
Tolarian Academy - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TOLARIAN_ACADEMY_909008883" />
  <CARDNAME text="TOLARIAN_ACADEMY" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tolarian Academy]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909008883" />
  <ARTID value="909008883" />
  <ARTIST name="Stephen Daniele" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The academy worked with time—until time ran out.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Land" />
  <EXPANSION value="UZ" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} alla tua riserva di mana per ogni artefatto che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {U} to your mana pool for each artifact you control.]]></LOCALISED_TEXT>
  <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local oFilter = ClearFilter()
         oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
         local nArtifact = oFilter:Count()
         RSN_Produce( "{U}", nArtifact )
      </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>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{U}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               local oFilter = ClearFilter()
               oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
               local nArtifact = oFilter:Count()
               if (nArtifact &gt; 10) then
                  nArtifact = 10
               end
               oCharacteristics:GrantAbility( nArtifact )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="1">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="3">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="4">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="5">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="6">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="7">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="8">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="9">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="10">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}{U}{U}{U}{U}{U}{U}{U}{U}{U}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
</CARD_V2>
Last edited by Xander9009 on 19 Jul 2013, 12:52, edited 1 time in total.
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Re: Formal Request Thread

Postby Xander9009 » 19 Jul 2013, 07:44

Fero wrote:I tested the Phyrexian Obliterator and it's finished :D . It's going well.

Can Somebody do this cards please?:

Mutagenic Growth
Groundswell
Inkmoth Nexus
These are also untested, let me know if they work or not.

Mutagenic Growth - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="MUTAGENIC_GROWTH_909233070" />
   <CARDNAME text="MUTAGENIC_GROWTH" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mutagenic Growth]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Croissance mutagénique]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Crecimiento mutagénico]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mutagenes Wachstum]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Crescita Mutagena]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[変異原性の成長]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mutagenic Growth]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мутагенный Рост]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Crescimento Mutagênico]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909233070" />
   <ARTID value="909233070" />
   <ARTIST name="Dave Kendall" />
   <CASTING_COST cost="{G/P}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Sympathy is for weaklings. Whoever survives, wins.”
—Benzir, archdruid of Temple Might]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« La sympathie est pour les faibles. La victoire appartient aux survivants. »
—Benzir, archidruide du Temple de la Prépotence]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“La simpatía es para los débiles. El que sobrevive, gana.”
—Benzir, archidruida del Templo del Poder]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Sympathie ist etwas für Schwächlinge. Wer überlebt, der gewinnt.”
—Benzir, Erzdruide des Macht-Tempels]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“La compassione è per gli smidollati. Chiunque sopravviva, vince.”
—Benzir, arcidruido del Tempio Possente]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「同情など弱者のものだ。 生き残った者が勝つのだ。」
――力の寺院の大ドルイド、ベンジア]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“Sympathy is for weaklings. Whoever survives, wins.”
—Benzir, archdruid of Temple Might]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Сочувствие — для слабаков. Побеждает тот, кто сумел выжить».
— Бензир, архидруид Храма Могучести]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“A compaixão é para os fracos. Quem sobreviver, vence.”
— Benzir, arqueodruida do Templo do Poder]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Instant" />
   <EXPANSION value="NPH" />
   <RARITY metaname="C" />
   <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|(|{K} |can be paid with either| {U} |or 2 life.)|]]></LOCALISED_TEXT>
   </SPELL_ABILITY>
   <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature gets +2/+2 until end of turn.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature ciblée gagne +2/+2 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura objetivo obtiene +2/+2 hasta el final del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eine Kreatur deiner Wahl erhält +2/+2 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Una creatura bersaglio prende +2/+2 fino alla fine del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とする。それはターン終了時まで+2/+2の修整を受ける。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Target creature gets +2/+2 until end of turn.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Целевое существо получает +2/+2 до конца хода.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura alvo recebe +2/+2 até o final do turno.]]></LOCALISED_TEXT>
      <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_2_2" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      </TARGET_DEFINITION>
      <CONTINUOUS_ACTION layer="7C">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
            local characteristics = target:GetCurrentCharacteristics()
            characteristics:Power_Add( 2 )
            characteristics:Toughness_Add( 2 )
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
   </SPELL_ABILITY>
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY type="in_response" response_target="1" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
Groundswell - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="GROUNDSWELL_909193998" />
   <CARDNAME text="GROUNDSWELL" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Groundswell]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lame de fond]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Suelo de fondo]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Landhebung]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terreno Ondoso]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[地うねり]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Groundswell]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Земляные Волны]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Maremoto]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909193998" />
   <ARTID value="909193998" />
   <ARTIST name="Chris Rahn" />
   <CASTING_COST cost="{G}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“This world will not be tamed.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Ce monde ne sera jamais dompté. »]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Este mundo no será domesticado.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Diese Welt wird sich nicht zähmen lassen.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Questo mondo non sarà mai domato.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「この世界は飼いならしようが無い。」]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“This world will not be tamed.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Этот мир не дает себя укротить».]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Este mundo não será domado.”]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Instant" />
   <EXPANSION value="WWK" />
   <RARITY metaname="C" />
   <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature gets +2/+2 until end of turn.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature ciblée gagne +2/+2 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura objetivo obtiene +2/+2 hasta el final del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eine Kreatur deiner Wahl erhält +2/+2 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Una creatura bersaglio prende +2/+2 fino alla fine del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とする。それはターン終了時まで+2/+2の修整を受ける。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Target creature gets +2/+2 until end of turn.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Целевое существо получает +2/+2 до конца хода.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura alvo recebe +2/+2 até o final do turno.]]></LOCALISED_TEXT>
      <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_2_2" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
         local player = EffectController()
         local interrogation = MTG():ClearInterrogationQuery()
         if player ~= nil then
            interrogation:SetToZone( ZONE_BATTLEFIELD )
            interrogation:SetType( CARD_TYPE_LAND )
            interrogation:SetPlayer( player )
            if interrogation:Test( INTERROGATE_CARDS_MOVED_ZONE, INTERROGATE_THIS_TURN ) then
               EffectDC():Set_Int(1, 1)
            end
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="7C">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
            local characteristics = target:GetCurrentCharacteristics()
            if EffectDC():Get_Int(1) ~= 1 then
               characteristics:Power_Add( 2 )
               characteristics:Toughness_Add( 2 )
            else
               characteristics:Power_Add( 4 )
               characteristics:Toughness_Add( 4 )
            end
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
   </SPELL_ABILITY>
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY type="in_response" response_target="1" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
   <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Toucheterre —  Si vous avez fait arriver un terrain sur le champ de bataille sous votre contrôle ce tour-ci, cette créature gagne +4/+4 jusqu’à la fin du tour à la place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aterrizaje — Si una tierra entró al campo de batalla bajo tu control este turno, en vez de eso, esa criatura obtiene +4/+4 hasta el final del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Landung — Falls ein Land unter deiner Kontrolle in diesem Zug ins Spiel gekommen ist, erhält diese Kreatur stattdessen +4/+4 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terraferma — Se hai fatto entrare nel campo di battaglia una terra sotto il tuo controllo in questo turno, quella creatura prende invece +4/+4 fino alla fine del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[上陸 ― このターン、あなたのコントロール下で土地が戦場に出ている場合、代わりにそのクリーチャーはターン終了時まで+4/+4の修整を受ける。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Землепад — Если земля вышла на поле битвы под вашим контролем в этом ходу, то вместо этого то существо получает +4/+4 до конца хода.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aterragem — Se você teve um terreno que entrou no campo de batalha sob o seu controle neste turno, em vez disso, aquela criatura recebe +4/+4 até o final do turno.]]></LOCALISED_TEXT>
   </SPELL_ABILITY>
</CARD_V2>
Inkmoth Nexus - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="INKMOTH_NEXUS_909213731" />
   <CARDNAME text="INKMOTH_NEXUS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Inkmoth Nexus]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nexus des encrimites]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nexo de polillas de tinta]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tintenmotten-Nexus]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nexus degli Atrodotteri]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[墨蛾の生息地]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Inkmoth Nexus]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Нексус Черномолей]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Nexo de Mosco-tintas]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909213731" />
   <ARTID value="909213731" />
   <ARTIST name="Jung Park" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="MBS" />
   <RARITY metaname="R" />
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {1}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{1}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         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()
         RSN_MarkCanProduceMana( "{1}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               oCharacteristics:GrantAbility( 0 )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="0">
      <COST type="TapSelf" />
      <PRODUCES amount="{1}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}: Inkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying and infect until end of turn. It’s still a land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1} : Le Nexus des encrimites devient une créature-artefact 1/1 Scintimite avec le vol et l’infection jusqu’à la fin du tour. C’est toujours un terrain.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}: El Nexo de polillas de tinta se convierte en una criatura artefacto Polilla-titilante 1/1 con las habilidades de volar e infectar hasta el final del turno. Sigue siendo una tierra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}: Der Tintenmotten-Nexus wird bis zum Ende des Zuges zu einer 1/1 Blinkmotten-Artefaktkreatur mit Flugfähigkeit und Infizieren. Er ist immer noch ein Land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}: Il Nexus degli Atrodotteri diventa una creatura artefatto Lampidottero 1/1 con volare e infettare fino alla fine del turno. È ancora una terra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}:墨蛾の生息地は、ターン終了時まで飛行と感染を持つ1/1のちらつき蛾・アーティファクト・クリーチャーになる。 それは土地でもある。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}: Inkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying and infect until end of turn. It’s still a land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}: Нексус Черномолей становится артефактным существом 1/1 Мерцмоль с Полетом и Инфекцией до конца хода. При этом он остается землей.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}: Nexo de Mosco-tintas torna-se uma criatura artefato 1/1 do tipo Mosco-lume com voar e infectar até o final do turno. Ela ainda conta como um terreno.]]></LOCALISED_TEXT>
      <COST mana_cost="{1}" type="Mana" />
      <CONTINUOUS_ACTION layer="4">
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            local card_type = characteristics:CardType_GetWritable()
            local sub_type = characteristics:SubType_GetWritable()
            card_type:Add( CARD_TYPE_CREATURE)
            sub_type:Clear()
            sub_type:Add(CREATURE_TYPE_BLINKMOTH)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="6">
         if EffectSource() ~= nil then
           local characteristics = EffectSource():GetCurrentCharacteristics()
            characteristics:Bool_Set( CHARACTERISTIC_FLYING, 1 )
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="6">
         if EffectSource() ~= nil then
           local characteristics = EffectSource():GetCurrentCharacteristics()
            characteristics:Bool_Set( CHARACTERISTIC_INFECT, 1 )
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="7B">
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            characteristics:Power_Set( 1 )
            characteristics:Toughness_Set( 1 )
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         if EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) then
            return true
         end
         return false
      </AUTO_SKIP>
      <AI_AVAILABILITY type="in_response" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
</CARD_V2>
Last edited by Xander9009 on 19 Jul 2013, 12:53, edited 2 times in total.
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Re: Formal Request Thread

Postby thefiremind » 19 Jul 2013, 08:26

Master Necro wrote:And can anyone take a look at this card, I simply don't know what is wrong with it but the ability doesn't work:
I can't see anything wrong in your Haunter of Nightveil. You can try to remove the Toughness_Add since it's not needed and "-0" seems a bit weird, but I don't think it would change anything.

Master Necro wrote:P.P.S. I must be cursed or something because Graft still doesn't work it still doesn't ask me to move the counter when another creature enters the battlefield.
The code now looks like this:
Really... I'm wondering what prevents you from copying and pasting my code without changing anything at all... #-o The second TRIGGERED_ABILITY needs no tags, it's not a replacement effect and it's not active in ZONE_TRANSITION. Why do you have those tags when they aren't in my code?

Xander9009 wrote:Urza's Incubator is not easily done.
RiiakShiNal had made a special set of functions for choosing a creature type in DotP2013, so he's the most qualified to help you. Anyway, the "37 pages" solution is probably the only correct one. And you are lucky that now the queries support 7 answers, DotP2013 supported only 3... :P
You might want to add an "auto-guess" option that searches for the most prominent creature type in the cards you own and auto-sets that (the AI should be probably allowed to use only that option).

RiiakShiNal wrote:Edit 3: Nothing wrong with the card it was a stupid mistake on my part, I threw it in the first test deck I had up (which had no white in it, thus no plains in the land pool, thus that caused the crash). So I've now looked at it in a match and it looks fine on my end using the original "199140193.TDX" image without renaming anything (in both 3DM and Skidrow versions).
Thanks for trying. But then, if it's a problem of mine only, what could cause it? I just checked that I don't have other TDX files with that name.
Last edited by thefiremind on 19 Jul 2013, 08:36, edited 1 time in total.
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Re: Formal Request Thread

Postby Xander9009 » 19 Jul 2013, 08:34

Master Necro wrote:And can anyone take a look at this card, I simply don't know what is wrong with it but the ability doesn't work:

[code...code]

I thought about changing Static to Triggered but I think that then it wouldn't make enemies loose 1 power all the time.

P.S. Updated new cards.

P.P.S. I must be cursed or something because Graft still doesn't work it still doesn't ask me to move the counter when another creature enters the battlefield.
The code now looks like this:

[code...code]
Thefiremind is right that there's nothing wrong with your code for Haunter of Nightvale. In fact, I just copied it, pasted it, and tested it, and it worked perfectly.

As for the Graft code. The copy I have is working perfectly. Here's the exact code it is using. Change nothing but its filename, multiverse id, and art id, and it should work.

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="10">
   <FILENAME text="SIMIC_INITIATE_17107441" />
   <CARDNAME text="SIMIC_INITIATE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Simic Initiate]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="17107441" />
   <ARTID value="A107441" />
   <ARTIST name="Dany Orizio" />
   <CASTING_COST cost="{G}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Human" />
   <SUB_TYPE metaname="Mutant" />
   <EXPANSION value="DPI" />
   <RARITY metaname="C" />
   <POWER value="0" />
   <TOUGHNESS value="0" />

-----

  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION"><TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" /><RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       -- change the amount of counters here for Graft 2, 3, etc.
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION></TRIGGERED_ABILITY>

-----

  <TRIGGERED_ABILITY><LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Graft 1 (This creature enters the battlefield with a +1/+1 counter on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)]]></LOCALISED_TEXT><TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
    </TRIGGER><INTERVENING_IF>
    return EffectSource() ~= nil and TriggerObject() ~= nil and EffectSource():CountCounters( MTG():PlusOnePlusOneCounters() ) &gt; 0
    </INTERVENING_IF><RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil and TriggerObject() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
       EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION><MAY tag="CARD_QUERY_GRAFT" always_prompt="1" /><AUTO_SKIP>
    return EffectSource() == nil or TriggerObject() == nil
    </AUTO_SKIP></TRIGGERED_ABILITY><SFX text="COMBAT_GREEN_MAGIC_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" /><SFX text="COMBAT_GREEN_MAGIC_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" /></CARD_V2>
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