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Age of Dodekatheon - UPDATED 01/09/2014 DXT1 (183 cards)

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Re: Age of Dodekatheon - NEW UPDATED 10/21/2013 (58 cards)

Postby NeoAnderson » 21 Oct 2013, 19:16

@drleg3nd right now is a core wad with cards. There is also a deck for test. Is nosense to make decks right now, because i only coded the most powerful cards, expecially legendary creatures, now i have to code lands, enchantments, istants, and commons cards. When the set will be completed will be easy to create theme decks. Right now you can use these cards to combine with other cards sets.
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Re: Age of Dodekatheon - NEW UPDATED 10/19/2013 (56 cards)

Postby RiiakShiNal » 21 Oct 2013, 21:20

NeoAnderson wrote:I partially used the code of your Exotic Orchard (i also find something to be fixed inside the Italian text localization, you have made same italian text for this card and also for your Reflecting Pool).
The Italian text of Exotic Orchard shoud be "{T}: Aggiungi alla tua riserva di mana un mana di un qualsiasi colore che una terra controllata da un avversario potrebbe produrre."
The last thing is that Exotic Orchard doesn't check for colourless mana is this right or just a missing?
Actually, I auto-generate the localized text for my cards from the gatherer text, so there may have been an error in the gatherer text when I generated it (though it is actually different from Reflecting Pool). I've now updated the text so in the next release the text should be correct for Italian on Exotic Orchard.

Exotic Orchard can't produce colourless mana, because it says "any colour" and colourless is not a colour. Reflecting Pool says "any type" and colourless is a type.

NeoAnderson wrote:About my "Temple of Athena" it works in this way :
1. Can produce mana of the kind your opponents' land could produce.
2. When you tap it, Asks to select a colour then it checks the greatest number of land controlled by each opponent, then add to your mana pool X mana of the selected colour, where X is the difference between this number of lands and the number of lands you control.

Temple of Athena | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="TEMPLE_OF_ATHENA_7272003" />
  <CARDNAME text="TEMPLE_OF_ATHENA" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tempio di Atena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Temple of Athena]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272003" />
  <ARTID value="7227003" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <COLOUR value="WUBRG" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="M" />

 
   <ACTIVATED_ABILITY forced_skip="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add to your mana pool, X mana of any color that a land an opponent controls could produce, X is equal to the difference between the greatest number of lands controlled by any opponent and the number of lands you control.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez à votre réserve de mana, X mana de n'importe quelle couleur qu'un terrain qu'un adversaire contrôle pourrait produire, X est égal à la différence entre le plus grand nombre de terrains contrôlés par n'importe quel adversaire et le nombre de terrains que vous contrôlez.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega a tu reserva de maná, X maná de cualquier color que una tierra que controle un oponente podría producir, X es igual a la diferencia entre el mayor número de tierras controladas por cualquier oponente y el número de tierras que controles.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um X Mana einer beliebigen Farbe hinzufügen, dass ein Land ein Gegner kontrolliert produzieren könnte, X gleich der Differenz zwischen der größten Anzahl von Ländern durch jeden Gegner und die Zahl der Länder, die du zu steuern ist.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi alla tua riserva di mana, X mana di qualsiasi colore, che una terra controllata da un avversario potrebbe produrre, X è pari alla differenza tra il maggior numero di terre controllate da ogni avversario e il numero di terre che controlli.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:対戦相手のコントロールが作り出すことができる土地は、Xは任意の対戦相手と、あなたがコントロールする土地の数によって制御される土地の最大数との差に等しいことをあなたのマナ·プールに、任意の色のマナXに追加する。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : 상대의 컨트롤을 생산할 수있는 땅, X는 임의의 상대와 제어 토지의 수에 의해 제어 토지의 가장 큰 수의 차이와 동일합니다 당신의 마나 풀, 어떤 색깔의 X 마나에 추가합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте в ваше хранилище маны, X ману любого цвета, что земля под контролем оппонента могли бы производить, X равна разности между наибольшим количеством земли контролируется любым соперником и количество земель под вашим контролем.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione à sua reserva de mana, X mana de qualquer cor que um terreno controlado por um oponente poderia produzir, X é igual à diferença entre o maior número de terras controlado por qualquer adversário e o número de terrenos que você controla.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <AVAILABILITY>
         return ((RSN_GetCanProduceMana( Object(), COLOUR_COLOURLESS )) or
            (RSN_GetCanProduceMana( Object(), COLOUR_BLACK )) or
            (RSN_GetCanProduceMana( Object(), COLOUR_BLUE )) or
            (RSN_GetCanProduceMana( Object(), COLOUR_GREEN )) or
            (RSN_GetCanProduceMana( Object(), COLOUR_RED )) or
            (RSN_GetCanProduceMana( Object(), COLOUR_WHITE )))
      </AVAILABILITY>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
         RSN_ClearCanProduceMana()
         -- Look through my opponents' lands to see what this can produce.
         for i=0, (MTG():GetNumberOfPlayers() - 1) do
            local oPlayer = MTG():GetNthPlayer( i )
            if (oPlayer:GetTeam() ~= EffectController():GetTeam()) then
               RSN_MarkCanProduceColourOfAnyTypeOtherLandPlayerControls( oPlayer )
            end
         end
      </PLAY_TIME_ACTION>
      <PLAY_TIME_ACTION>
         local oPlayer = EffectController()
         local oCard = EffectSource()
         if (oPlayer ~= nil) then
            oPlayer:BeginNewMultipleChoice()
            oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_C", RSN_GetCanProduceMana( oCard, COLOUR_COLOURLESS ) )
            oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W", RSN_GetCanProduceMana( oCard, COLOUR_WHITE ) )
            oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U", RSN_GetCanProduceMana( oCard, COLOUR_BLUE ) )
            oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B", RSN_GetCanProduceMana( oCard, COLOUR_BLACK ) )
            oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R", RSN_GetCanProduceMana( oCard, COLOUR_RED ) )
            oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G", RSN_GetCanProduceMana( oCard, COLOUR_GREEN ) )
            oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
         end
      </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
       local filter = ClearFilter()
       filter:Add(FE_CONTROLLER, OP_IS, EffectController())
       filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
       local yourlands = filter:Count()
      local actuallands = 0
      local curropplands = 0
       local myTeam = EffectController():GetTeam()
       for i=0,MTG():GetNumberOfPlayers()-1 do
         local nthPlayer = MTG():GetNthPlayer(i)
         if nthPlayer ~= nil and nthPlayer:GetTeam() ~= myTeam then
           local filter = ClearFilter()
           filter:Add(FE_CONTROLLER, OP_IS, nthPlayer)
           filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
            curropplands = filter:Count()
            local temp = curropplands - yourlands
            if temp &gt; actuallands then
               actuallands =  temp
            end 
        end
       end
      local Cproducestring = ""
      local Producemanastring =""
      local nColour = EffectController():GetMultipleChoiceResult()
         if (nColour == COLOUR_COLOURLESS) then
            Cproducestring = "{1}"
         elseif (nColour == COLOUR_BLACK) then
            Cproducestring = "{B}"
         elseif (nColour == COLOUR_BLUE) then
            Cproducestring = "{U}"
         elseif (nColour == COLOUR_GREEN) then
            Cproducestring = "{G}"
         elseif (nColour == COLOUR_RED) then
            Cproducestring = "{R}"
         elseif (nColour == COLOUR_WHITE) then
            Cproducestring = "{W}"
         end
           
      if (EffectSource() ~= nil) and (actuallands &gt; 0) then
        for i = 1,(actuallands) do
      Producemanastring = Producemanastring..Cproducestring
        end
      RSN_Produce( Producemanastring, 1 )
     end
    </RESOLUTION_TIME_ACTION>
     
       <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />

   </ACTIVATED_ABILITY>

   <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>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
         -- Since we only care about lands for checking what we can produce.
         return ((TriggerObject() ~= nil) and (TriggerObject():GetCardType():Test( CARD_TYPE_LAND )))
      </TRIGGER>
      <TRIGGER value="ZONECHANGE_END" from_zone="ZONE_BATTLEFIELD" to_zone="ZONE_ANY">
         -- Since we only care about lands for checking what we can produce.
         return ((TriggerObject() ~= nil) and (TriggerObject():GetCardType():Test( CARD_TYPE_LAND )))
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_ClearCanProduceMana()
         -- Look through my opponents' lands to see what this can produce.
         for i=0, (MTG():GetNumberOfPlayers() - 1) do
            local oPlayer = MTG():GetNthPlayer( i )
            if (oPlayer:GetTeam() ~= EffectController():GetTeam()) then
               RSN_MarkCanProduceColourOfAnyTypeOtherLandPlayerControls( oPlayer )
            end
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
Considering your land says any colour it should not be able to produce colourless mana. If you want to allow it to produce colourless then you should change the text to "any type" instead of "any colour".

Considering you are generating X amount of a single colour there is no reason you should need to generate a mana string, you can just pass in the colour and the amount. For example to produce actuallands amount of Cproducestring colour you can do this:
Code: Select all
RSN_Produce( Cproducestring, actuallands )
Or a more concrete example, to produce {G} {G} {G} {G} or 4x {G} you can do:
Code: Select all
RSN_Produce( "{G}", 4 )
The second parameter is a multiplier and will multiply everything in the first parameter by it. So for example to produce {R} {R} {G} {G} or 2x {R} {G} you can do this:
Code: Select all
RSN_Produce( "{R}{G}", 2 )
The multiplier is there to make multiples easier take Cloudpost for example, I can just pass in the multiplier variable instead of first creating a long mana token string.
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Re: Age of Dodekatheon - NEW UPDATED 10/21/2013 (58 cards)

Postby NeoAnderson » 21 Oct 2013, 22:37

Noted and updated, now the land text says "any type" and RSN_Produce is correctly used, thanks my friend as always your help is precious.
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Re: Age of Dodekatheon - NEW UPDATED 10/21/2013 (58 cards)

Postby RiiakShiNal » 22 Oct 2013, 00:02

RSN_Produce was used properly before, I just find using the multiplier easier (means less code to write).
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Re: Age of Dodekatheon - NEW UPDATED 10/21/2013 (58 cards)

Postby NeoAnderson » 22 Oct 2013, 00:26

Thanks,Riaak
I know i was meaning your implementation is more clean and use less code, so problably is the most right choice.
i have a question for you, i made some search on the forum but i am not sure..
I have to make an ability
" (X)(T) : remove X counters.."
I am using GetEffectX(), i would know if is possible to define a min limit and a max limit of the mana can be spent for X.
The main problem i want to avoid is that the player can spend more mana than max counters on the card.
Is possible to do it with GetEffectX or i have to use a numerical choice?
Can you give me a suggestion?
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Re: Age of Dodekatheon - NEW UPDATED 10/21/2013 (58 cards)

Postby RiiakShiNal » 22 Oct 2013, 02:21

Yes, you can limit, but you can't do it if you are using a mana cost {X} and GetEffectX(), you have to use a "Generic" cost and manage the limits from within that. You can look at Black Mana Battery in my core mod to see how I limited removing X counters for a cost. You can do something similar by checking the available counters and then limit the max amount of mana that can be tapped using a numerical choice question, CanPayManaCost(), and PayManaCost().

As for the minimum limit, the only choice there is 0 unless you use a shifting max hack. In the shifting max hack you make the maximum they can spend equal (Max - Min), then enforce the minimum in code and shift up X by doing (X + Min) to get the real X. However, this method can be quite confusing to players and is not recommended.
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Re: Age of Dodekatheon - NEW UPDATED 10/25/2013 (60 cards)

Postby NeoAnderson » 25 Oct 2013, 00:18

Thanks my friend, i have implemented the card,

ARCADIA | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="ARCADIA_7272004" />
  <CARDNAME text="ARCADIA" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Arcadia]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272004" />
  <ARTID value="7227004" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <COLOUR value="WUBRG" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="M" />

 
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add three mana in any combination of colors to your mana pool, add 3 colors counters to Arcadia. You can use this ability only if there are no colors counters on Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez trois manas de n'importe quelle combinaison de couleurs à votre réserve de mana, ajoutez 3 couleurs compteurs à Arcadia. Vous pouvez utiliser cette capacité que s'il n'y a pas de couleurs compteurs sur Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega tres maná de cualquier combinación de colores a tu reserva de maná, añadir 3 colores contadores de Arcadia. Usted puede utilizar esta habilidad sólo si no hay colores contadores en Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: In drei Mana in einer beliebigen Kombination von Farben, um Ihre Manavorrat, fügen Sie 3 Farben Zähler Arcadia. Sie können diese Fähigkeit nur, wenn es keine Farben Zählern auf Arcadia sind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi 3 mana in qualsiasi combinazione di colori alla tua riserva di mana, aggiungi 3 segnalini Colors su Arcadia. Puoi usare questa abilità solo se non ci sono segnalini Colors su Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ·プールに色の任意の組み合わせで3マナを追加し、アルカディアに3色のカウンタを追加します。アルカディアには何色のカウンターが存在しない場合にのみ、この機能を使用することができます。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : 당신의 마나 풀에 색상의 조합에 세 마나를 추가, 아카디아에 3 개의 색깔 카운터를 추가합니다. 아카디아에는 색상 카운터가없는 경우에만이 기능을 사용할 수 있습니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте три маны в любом сочетании цветов в ваше хранилище маны, добавить 3 цвета счетчики в Аркадию. Вы можете использовать эту способность только тогда, когда нет цветов счетчиков на Аркадии.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione três manas em qualquer combinação de cores à sua reserva de mana, adicione 3 cores contadores para Arcadia. Você pode usar esta habilidade somente se não houver cores contadores em Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:添加到你的魔法力池中的任意組合顏色三個法力,加3色計數器阿卡迪亞。你可以使用這個能力,如果沒有顏色專櫃阿卡迪亞。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:添加到你的魔法力池中的任意組合顏色三個法力,加3色計數器阿卡迪亞。你可以使用這個能力,如果沒有顏色專櫃阿卡迪亞。]]></LOCALISED_TEXT>
      <COUNTER_REGISTRATION name="Colors" proliferate="11" />
      <COST type="TapSelf" />
         <AVAILABILITY>
                return Object():CountCounters(MTG():GetCountersType("Colors")) == 0
              </AVAILABILITY>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
       if EffectSource() ~= nil then   
       EffectSource():AddCounters( MTG():GetCountersType("Colors"), 3)
       end
           </RESOLUTION_TIME_ACTION>   
      <RESOLUTION_TIME_ACTION repeating="1">
         local nRep = MTG():GetActionRepCount()
         local nParity = nRep % 2
         local nCount = 3

         if (nRep &lt; (nCount * 2)) then
            if (nParity == 0) then
               local oPlayer = EffectController()
               local oCard = EffectSource()
               if (oPlayer ~= nil) then
                  oPlayer:BeginNewMultipleChoice()
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
                  oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
               end
               return true
            else
               local nColour = EffectController():GetMultipleChoiceResult() + 1
               if (nColour == COLOUR_BLACK) then
                  RSN_ProduceNoTrigger( "{B}", 1 )
               elseif (nColour == COLOUR_BLUE) then
                  RSN_ProduceNoTrigger( "{U}", 1 )
               elseif (nColour == COLOUR_GREEN) then
                  RSN_ProduceNoTrigger( "{G}", 1 )
               elseif (nColour == COLOUR_RED) then
                  RSN_ProduceNoTrigger( "{R}", 1 )
               elseif (nColour == COLOUR_WHITE) then
                  RSN_ProduceNoTrigger( "{W}", 1 )
               end
               return true
            end
         else
            RSN_FireManaTrigger()
            return false
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

<ACTIVATED_ABILITY >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pay {X}{T} : remove {X} colors counter from Arcadia
]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Payer {X} {T}: Retirez {X} couleurs comptoir de Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Preste {X} {T}: Remueve {X} colores contador de Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zahlen {X} {T}: remove {X} Farben Zähler von Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Paga {X}{T} : rimuovi {X} segnalini colors da Arcadia
]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アルカディア試聴{X}色カウンター:{X}{T}を支払っ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[아르카디아에서 제거가 {X} 색깔 카운터 {X} {T} 지불]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[заплатить {X} {T}: удалить {X} цвета счетчика от Аркадии]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[pagar {X} {T}: Remova {x} cores balcão de Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[支付{X}{T}:刪除{X}顏色計數器從阿卡迪亞]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[支付{X}{T}:刪除{X}顏色計數器從阿卡迪亞]]></LOCALISED_TEXT>
      <COUNTER_REGISTRATION name="Colors" proliferate="11" />
      <COST type="generic">
                <PREREQUISITE>
                 return (Object():CountCounters(MTG():GetCountersType("Colors")) &gt; 0 ) and EffectController():CanPayManaCost"{1}"
              </PREREQUISITE>
   
    <RESOLUTION_TIME_ACTION>
 local maxamount = EffectSource():CountCounters(MTG():GetCountersType("Colors"))
 local player = EffectController()
 if EffectSource() ~= nil  then
    player:BeginNewMultipleChoice()
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_PAY_ONE_MANA", player:CanPayManaCost("{1}") )
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_PAY_TWO_MANA", player:CanPayManaCost("{2}") and maxamount &gt; 1)
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_PAY_THREE_MANA", player:CanPayManaCost("{3}") and maxamount &gt; 2)
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_DO_NOTHING" )
      player:AskMultipleChoiceQuestion( "CARD_QUERY_ARCADIA", EffectSource() )
end
 </RESOLUTION_TIME_ACTION>


       <RESOLUTION_TIME_ACTION>
      local nCount =  EffectController():GetMultipleChoiceResult()
     if EffectSource() ~= nil then                
           if nCount == 0 then
                EffectController():PayManaCost("{1}")
           elseif nCount == 1 then
                EffectController():PayManaCost("{2}")
           elseif nCount == 2 then
                EffectController():PayManaCost("{3}")
           end 
   if nCount ~= nil and nCount &lt; 3 then   
    EffectSource():Tap()
    EffectSource():RemoveCounters( MTG():GetCountersType("Colors"), nCount+1)
        end
    end
           </RESOLUTION_TIME_ACTION> 
   </COST> 
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
      </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>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
Probably you will tell me the Tap effect is managed as effect and not as cost, i know but doing so i can avoid to tap it if the action is canceled with cancel option. I also thought to put the "tap action" as cost and untap the card if the cancel option is choosen but i think in this way is more correct.



2. I have coded another card "Land of Pandora, i have used a random function, but i have a doubt, the math.random() function seems to generate always the same sequence when it starts. Do you know other way to better randomize a numerical sequence?

Land of Pandora | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="LAND_OF_PANDORA_7272005" />
  <CARDNAME text="LAND_OF_PANDORA" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Land of Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Terre de Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tierra de Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Land der Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terra di Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[パンドラの地]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[판도라의 땅]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Земля Пандоры]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Terra de Pandora]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272005" />
  <ARTID value="7227005" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <COLOUR value="WUBRG" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="M" />


 
   <ACTIVATED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of a random chosen color to your mana pool. Activate Pandora effect on other lands in play. The other lands in play lose their skills and become the type of the last color produced by the Land of Pandora. The legendary lands still continue to be legendary.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez un mana de la couleur choisie au hasard à votre réserve de mana. Activez effet Pandora sur d'autres terres dans le jeu. Les autres terres en jeu perdent leurs compétences et de devenir le type de la dernière couleur produite par le Land de Pandora. Les terres légendaires continuent encore d'être légendaire.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega un maná de un color elegido al azar a tu reserva de maná. Activar efecto Pandora en otras tierras en juego. El resto de las tierras en juego pierden sus habilidades y convertirse en el tipo del último color producido por la Tierra de Pandora. Las tierras legendarias todavía siguen siendo legendaria.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Fügen Sie ein Mana einer zufällig ausgewählten Farbe in Ihr Manavorrat. Aktivieren Pandora Wirkung auf andere Länder im Spiel. Die anderen Länder im Spiel ihre Fähigkeiten zu verlieren und werden die Art der letzten Farbe vom Land Pandora produziert. Die legendären Länder noch weiterhin legendär.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi 1 mana di un colore scelto a caso al tuo mana pool. Attiva effetto Pandora sulle altre terre in gioco. Le altre terre in gioco perdono eventuali abilità e diventano del tipo dell'ultimo colore prodotto dalla Terra di Pandora. Le terre leggendarie continuano ad essere tali.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ·プールにランダム選ばれた色のマナ1点を加える。劇中の他の土地にパンドラの効果を発動する。劇中の他の土地には、自分のスキルを失い、パンドラの土地によって生成最後の色の種類になります。伝説の土地はまだ伝説であり続けている。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : 당신의 마나 풀에 무작위로 선택한 색상 중 하나 마나를 추가합니다. 놀이의 다른 토지에 판도라 효과를 활성화합니다. 놀이의 다른 땅은 자신의 능력을 잃고 판도라의 땅에 의해 생성 된 마지막 색상의 종류가.전설의 땅은 여전히 ​​전설로 계속합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте одну ману случайных выбранного цвета в ваше хранилище маны. Активируйте Пандоры влияние на другие земли в игре.Другие земли в игре теряют свои навыки и стать типа последнего цвета производства земли Пандоры. Легендарная земля все еще продолжают быть легендарными.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione um mana de uma cor escolhida aleatoriamente à sua reserva de mana. Ative efeito Pandora em outras terras no jogo. Os outros terrenos em jogo perdem suas habilidades e se tornar o tipo da última cor produzida pela Terra de Pandora. As terras lendárias continuam a ser lendário.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:一個法力一個隨機選擇的顏色添加到你的魔法力池中。激活潘多拉影響其他土地發揮。其他土地在比賽失去了他們的技能和成為潘多拉的土地所產生的最後一種顏色的類型。傳說中的土地仍然繼續傳奇。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:一個法力一個隨機選擇的顏色添加到你的魔法力池中。激活潘多拉影響其他土地發揮。其他土地在比賽失去了他們的技能和成為潘多拉的土地所產生的最後一種顏色的類型。傳說中的土地仍然繼續傳奇。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
          <RESOLUTION_TIME_ACTION>
                          local nColour =  math.random(1, 5)
                          LinkedDC():Int_Set( 0, nColour )
               if (nColour == 1) then
                  RSN_ProduceNoTrigger( "{B}", 1 )
               elseif (nColour == 2) then
                  RSN_ProduceNoTrigger( "{U}", 1 )
               elseif (nColour == 3) then
                  RSN_ProduceNoTrigger( "{G}", 1 )
               elseif (nColour == 4) then
                  RSN_ProduceNoTrigger( "{R}", 1 )
               elseif (nColour == 5) then
                  RSN_ProduceNoTrigger( "{W}", 1 )
               end
               
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

<ACTIVATED_ABILITY linked_ability_group="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3} {T}: Disable the effect of the land of Pandora until the next use.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3} {T}: Désactiver l'effet de la terre de Pandora jusqu'à la prochaine utilisation.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3} {T}: Desactivar el efecto de la tierra de Pandora hasta el siguiente uso.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3} {T}: Deaktivieren Sie die Wirkung des Landes Pandora bis zum nächsten Einsatz.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}{T}: Disabilita l'effetto della terra di Pandora fino al prossimo utilizzo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3} {T}:次の使用まで、パンドラの土地の効果を無効にします。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3} {T} : 다음 사용 때까지 판도라의 땅의 효과를 비활성화합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3} {T}: Отключено эффект землю Пандоры до следующего использования.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3} {T}: Desativar o efeito da terra de Pandora até a próxima utilização.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{3} {T}:潘多拉的土地,直到下一次使用禁用的效果。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{3} {T}:潘多拉的土地,直到下一次使用禁用的效果。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <COST type="Mana" mana_cost="{3}" />
          <RESOLUTION_TIME_ACTION>
                           LinkedDC():Int_Set( 0, 0 )
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>


   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
      </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>


<STATIC_ABILITY linked_ability_group="1">
      <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND  )
      filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource())
    </FILTER>
         

<CONTINUOUS_ACTION layer="6" filter_id="0">
      local colour = LinkedDC():Int_Get( 0 )
      if FilteredCard() ~= nil and colour &gt; 0 and colour &lt; 6  then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
   characteristics:LoseAllAbilities()
        if colour == 1 then
       characteristics:GrantAbility(0)
       characteristics:GrantAbility(10)
       characteristics:GrantAbility(5)
         elseif colour == 2 then
       characteristics:GrantAbility(1)
       characteristics:GrantAbility(11)
       characteristics:GrantAbility(5)
         elseif colour == 3 then
       characteristics:GrantAbility(2)
       characteristics:GrantAbility(12)
       characteristics:GrantAbility(5)
         elseif colour == 4 then
       characteristics:GrantAbility(3)
       characteristics:GrantAbility(13)
       characteristics:GrantAbility(5)
         elseif colour == 5 then
       characteristics:GrantAbility(4)
       characteristics:GrantAbility(14)
       characteristics:GrantAbility(5)
         end
      end
    </CONTINUOUS_ACTION>
         
      <CONTINUOUS_ACTION layer="4" filter_id="0">
         local colour = LinkedDC():Int_Get( 0 )
      if FilteredCard() ~= nil and colour &gt; 0 and colour &lt; 6 then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
         local subtype = characteristics:SubType_GetWritable()
         subtype:ClearAllOfType( CARD_TYPE_LAND )
         if colour == 1 then
            subtype:Add( LAND_TYPE_SWAMP )
         elseif colour == 2 then
            subtype:Add( LAND_TYPE_ISLAND )
         elseif colour == 3 then
            subtype:Add( LAND_TYPE_FOREST )
         elseif colour == 4 then
            subtype:Add( LAND_TYPE_MOUNTAIN )
         elseif colour == 5 then
            subtype:Add( LAND_TYPE_PLAINS )
         end

      end
    </CONTINUOUS_ACTION>


   </STATIC_ABILITY>

      <ACTIVATED_ABILITY resource_id="0" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {B} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {B} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {B} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {B} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{B}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {B}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {B} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {B} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{B}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="10">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{B}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>


      <ACTIVATED_ABILITY resource_id="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {U} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {U} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {U}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{U}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {U}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {U} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{U}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="11">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{U}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>



      <ACTIVATED_ABILITY resource_id="2" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{G}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="12">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{G}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>



    <ACTIVATED_ABILITY resource_id="3" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {R} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {R} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {R} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {R}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {R} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{R}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {R}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {R} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {R} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{R}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="13">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{R}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>



    <ACTIVATED_ABILITY resource_id="4" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{W}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="14">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{W}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>

   <TRIGGERED_ABILITY resource_id="5" forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
      RSN_ClearProducedMana()
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>


   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
NeoAnderson
 
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Re: Age of Dodekatheon - NEW UPDATED 10/25/2013 (60 cards)

Postby RiiakShiNal » 25 Oct 2013, 00:46

NeoAnderson wrote:Thanks my friend, i have implemented the card,

ARCADIA | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="ARCADIA_7272004" />
  <CARDNAME text="ARCADIA" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Arcadia]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Arcadia]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272004" />
  <ARTID value="7227004" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <COLOUR value="WUBRG" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="M" />

 
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add three mana in any combination of colors to your mana pool, add 3 colors counters to Arcadia. You can use this ability only if there are no colors counters on Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez trois manas de n'importe quelle combinaison de couleurs à votre réserve de mana, ajoutez 3 couleurs compteurs à Arcadia. Vous pouvez utiliser cette capacité que s'il n'y a pas de couleurs compteurs sur Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega tres maná de cualquier combinación de colores a tu reserva de maná, añadir 3 colores contadores de Arcadia. Usted puede utilizar esta habilidad sólo si no hay colores contadores en Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: In drei Mana in einer beliebigen Kombination von Farben, um Ihre Manavorrat, fügen Sie 3 Farben Zähler Arcadia. Sie können diese Fähigkeit nur, wenn es keine Farben Zählern auf Arcadia sind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi 3 mana in qualsiasi combinazione di colori alla tua riserva di mana, aggiungi 3 segnalini Colors su Arcadia. Puoi usare questa abilità solo se non ci sono segnalini Colors su Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ·プールに色の任意の組み合わせで3マナを追加し、アルカディアに3色のカウンタを追加します。アルカディアには何色のカウンターが存在しない場合にのみ、この機能を使用することができます。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : 당신의 마나 풀에 색상의 조합에 세 마나를 추가, 아카디아에 3 개의 색깔 카운터를 추가합니다. 아카디아에는 색상 카운터가없는 경우에만이 기능을 사용할 수 있습니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте три маны в любом сочетании цветов в ваше хранилище маны, добавить 3 цвета счетчики в Аркадию. Вы можете использовать эту способность только тогда, когда нет цветов счетчиков на Аркадии.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione três manas em qualquer combinação de cores à sua reserva de mana, adicione 3 cores contadores para Arcadia. Você pode usar esta habilidade somente se não houver cores contadores em Arcadia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:添加到你的魔法力池中的任意組合顏色三個法力,加3色計數器阿卡迪亞。你可以使用這個能力,如果沒有顏色專櫃阿卡迪亞。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:添加到你的魔法力池中的任意組合顏色三個法力,加3色計數器阿卡迪亞。你可以使用這個能力,如果沒有顏色專櫃阿卡迪亞。]]></LOCALISED_TEXT>
      <COUNTER_REGISTRATION name="Colors" proliferate="11" />
      <COST type="TapSelf" />
         <AVAILABILITY>
                return Object():CountCounters(MTG():GetCountersType("Colors")) == 0
              </AVAILABILITY>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
       if EffectSource() ~= nil then   
       EffectSource():AddCounters( MTG():GetCountersType("Colors"), 3)
       end
           </RESOLUTION_TIME_ACTION>   
      <RESOLUTION_TIME_ACTION repeating="1">
         local nRep = MTG():GetActionRepCount()
         local nParity = nRep % 2
         local nCount = 3

         if (nRep &lt; (nCount * 2)) then
            if (nParity == 0) then
               local oPlayer = EffectController()
               local oCard = EffectSource()
               if (oPlayer ~= nil) then
                  oPlayer:BeginNewMultipleChoice()
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
                  oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
                  oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
               end
               return true
            else
               local nColour = EffectController():GetMultipleChoiceResult() + 1
               if (nColour == COLOUR_BLACK) then
                  RSN_ProduceNoTrigger( "{B}", 1 )
               elseif (nColour == COLOUR_BLUE) then
                  RSN_ProduceNoTrigger( "{U}", 1 )
               elseif (nColour == COLOUR_GREEN) then
                  RSN_ProduceNoTrigger( "{G}", 1 )
               elseif (nColour == COLOUR_RED) then
                  RSN_ProduceNoTrigger( "{R}", 1 )
               elseif (nColour == COLOUR_WHITE) then
                  RSN_ProduceNoTrigger( "{W}", 1 )
               end
               return true
            end
         else
            RSN_FireManaTrigger()
            return false
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

<ACTIVATED_ABILITY >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pay {X}{T} : remove {X} colors counter from Arcadia
]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Payer {X} {T}: Retirez {X} couleurs comptoir de Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Preste {X} {T}: Remueve {X} colores contador de Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zahlen {X} {T}: remove {X} Farben Zähler von Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Paga {X}{T} : rimuovi {X} segnalini colors da Arcadia
]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アルカディア試聴{X}色カウンター:{X}{T}を支払っ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[아르카디아에서 제거가 {X} 색깔 카운터 {X} {T} 지불]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[заплатить {X} {T}: удалить {X} цвета счетчика от Аркадии]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[pagar {X} {T}: Remova {x} cores balcão de Arcadia]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[支付{X}{T}:刪除{X}顏色計數器從阿卡迪亞]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[支付{X}{T}:刪除{X}顏色計數器從阿卡迪亞]]></LOCALISED_TEXT>
      <COUNTER_REGISTRATION name="Colors" proliferate="11" />
      <COST type="generic">
                <PREREQUISITE>
                 return (Object():CountCounters(MTG():GetCountersType("Colors")) &gt; 0 ) and EffectController():CanPayManaCost"{1}"
              </PREREQUISITE>
   
    <RESOLUTION_TIME_ACTION>
 local maxamount = EffectSource():CountCounters(MTG():GetCountersType("Colors"))
 local player = EffectController()
 if EffectSource() ~= nil  then
    player:BeginNewMultipleChoice()
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_PAY_ONE_MANA", player:CanPayManaCost("{1}") )
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_PAY_TWO_MANA", player:CanPayManaCost("{2}") and maxamount &gt; 1)
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_PAY_THREE_MANA", player:CanPayManaCost("{3}") and maxamount &gt; 2)
      player:AddMultipleChoiceAnswer( "CARD_QUERY__ARCADIA_OPTION_DO_NOTHING" )
      player:AskMultipleChoiceQuestion( "CARD_QUERY_ARCADIA", EffectSource() )
end
 </RESOLUTION_TIME_ACTION>


       <RESOLUTION_TIME_ACTION>
      local nCount =  EffectController():GetMultipleChoiceResult()
     if EffectSource() ~= nil then                
           if nCount == 0 then
                EffectController():PayManaCost("{1}")
           elseif nCount == 1 then
                EffectController():PayManaCost("{2}")
           elseif nCount == 2 then
                EffectController():PayManaCost("{3}")
           end 
   if nCount ~= nil and nCount &lt; 3 then   
    EffectSource():Tap()
    EffectSource():RemoveCounters( MTG():GetCountersType("Colors"), nCount+1)
        end
    end
           </RESOLUTION_TIME_ACTION> 
   </COST> 
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
      </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>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
Probably you will tell me the Tap effect is managed as effect and not as cost, i know but doing so i can avoid to tap it if the action is canceled with cancel option. I also thought to put the "tap action" as cost and untap the card if the cancel option is choosen but i think in this way is more correct.
Tap() is in a RESOLUTION_TIME_ACTION of a COST so it is still correctly implemented as a cost. However, because it is part of the Generic cost you need to add a check to the PREREQUISITE block so that it can't be activated if it is already tapped (for example an opponent taps it with an Icy Manipulator during your upkeep).

You do have an issue with your multiple choice for "Remove X Counters". If an opponent uses a Proliferate effect to add additional "Colors" counters to give it a total of 4 or more counters then even if you have the mana available to remove all of the counters you will be unable to do so because your only choices are {1}, {2}, or {3}. You would be better off using a Numeric question with an upper limit equal to the number of "Colors" counters on the card. If they choose to activate it for {0} that is their choice, the card does not specify a minimum they must pay. If you are going to stick with the multiple choice then you should at least allow up to {6} (if I remember correctly there is a 7 option maximum to multiple choice questions) or you could make it a full 7 if you put the multiple choice in a PLAY_TIME_ACTION (PLAY_TIME_ACTIONs give a "Cancel" button when the player has to make a choice) instead of a RESOLUTION_TIME_ACTION.

NeoAnderson wrote:2. I have coded another card "Land of Pandora, i have used a random function, but i have a doubt, the math.random() function seems to generate always the same sequence when it starts. Do you know other way to better randomize a numerical sequence?

Land of Pandora | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="LAND_OF_PANDORA_7272005" />
  <CARDNAME text="LAND_OF_PANDORA" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Land of Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Terre de Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tierra de Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Land der Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terra di Pandora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[パンドラの地]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[판도라의 땅]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Земля Пандоры]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Terra de Pandora]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272005" />
  <ARTID value="7227005" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <COLOUR value="WUBRG" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="M" />


 
   <ACTIVATED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of a random chosen color to your mana pool. Activate Pandora effect on other lands in play. The other lands in play lose their skills and become the type of the last color produced by the Land of Pandora. The legendary lands still continue to be legendary.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez un mana de la couleur choisie au hasard à votre réserve de mana. Activez effet Pandora sur d'autres terres dans le jeu. Les autres terres en jeu perdent leurs compétences et de devenir le type de la dernière couleur produite par le Land de Pandora. Les terres légendaires continuent encore d'être légendaire.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega un maná de un color elegido al azar a tu reserva de maná. Activar efecto Pandora en otras tierras en juego. El resto de las tierras en juego pierden sus habilidades y convertirse en el tipo del último color producido por la Tierra de Pandora. Las tierras legendarias todavía siguen siendo legendaria.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Fügen Sie ein Mana einer zufällig ausgewählten Farbe in Ihr Manavorrat. Aktivieren Pandora Wirkung auf andere Länder im Spiel. Die anderen Länder im Spiel ihre Fähigkeiten zu verlieren und werden die Art der letzten Farbe vom Land Pandora produziert. Die legendären Länder noch weiterhin legendär.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi 1 mana di un colore scelto a caso al tuo mana pool. Attiva effetto Pandora sulle altre terre in gioco. Le altre terre in gioco perdono eventuali abilità e diventano del tipo dell'ultimo colore prodotto dalla Terra di Pandora. Le terre leggendarie continuano ad essere tali.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ·プールにランダム選ばれた色のマナ1点を加える。劇中の他の土地にパンドラの効果を発動する。劇中の他の土地には、自分のスキルを失い、パンドラの土地によって生成最後の色の種類になります。伝説の土地はまだ伝説であり続けている。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : 당신의 마나 풀에 무작위로 선택한 색상 중 하나 마나를 추가합니다. 놀이의 다른 토지에 판도라 효과를 활성화합니다. 놀이의 다른 땅은 자신의 능력을 잃고 판도라의 땅에 의해 생성 된 마지막 색상의 종류가.전설의 땅은 여전히 ​​전설로 계속합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте одну ману случайных выбранного цвета в ваше хранилище маны. Активируйте Пандоры влияние на другие земли в игре.Другие земли в игре теряют свои навыки и стать типа последнего цвета производства земли Пандоры. Легендарная земля все еще продолжают быть легендарными.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione um mana de uma cor escolhida aleatoriamente à sua reserva de mana. Ative efeito Pandora em outras terras no jogo. Os outros terrenos em jogo perdem suas habilidades e se tornar o tipo da última cor produzida pela Terra de Pandora. As terras lendárias continuam a ser lendário.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:一個法力一個隨機選擇的顏色添加到你的魔法力池中。激活潘多拉影響其他土地發揮。其他土地在比賽失去了他們的技能和成為潘多拉的土地所產生的最後一種顏色的類型。傳說中的土地仍然繼續傳奇。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:一個法力一個隨機選擇的顏色添加到你的魔法力池中。激活潘多拉影響其他土地發揮。其他土地在比賽失去了他們的技能和成為潘多拉的土地所產生的最後一種顏色的類型。傳說中的土地仍然繼續傳奇。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
          <RESOLUTION_TIME_ACTION>
                          local nColour =  math.random(1, 5)
                          LinkedDC():Int_Set( 0, nColour )
               if (nColour == 1) then
                  RSN_ProduceNoTrigger( "{B}", 1 )
               elseif (nColour == 2) then
                  RSN_ProduceNoTrigger( "{U}", 1 )
               elseif (nColour == 3) then
                  RSN_ProduceNoTrigger( "{G}", 1 )
               elseif (nColour == 4) then
                  RSN_ProduceNoTrigger( "{R}", 1 )
               elseif (nColour == 5) then
                  RSN_ProduceNoTrigger( "{W}", 1 )
               end
               
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

<ACTIVATED_ABILITY linked_ability_group="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3} {T}: Disable the effect of the land of Pandora until the next use.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3} {T}: Désactiver l'effet de la terre de Pandora jusqu'à la prochaine utilisation.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3} {T}: Desactivar el efecto de la tierra de Pandora hasta el siguiente uso.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3} {T}: Deaktivieren Sie die Wirkung des Landes Pandora bis zum nächsten Einsatz.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}{T}: Disabilita l'effetto della terra di Pandora fino al prossimo utilizzo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3} {T}:次の使用まで、パンドラの土地の効果を無効にします。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3} {T} : 다음 사용 때까지 판도라의 땅의 효과를 비활성화합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3} {T}: Отключено эффект землю Пандоры до следующего использования.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3} {T}: Desativar o efeito da terra de Pandora até a próxima utilização.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{3} {T}:潘多拉的土地,直到下一次使用禁用的效果。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{3} {T}:潘多拉的土地,直到下一次使用禁用的效果。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <COST type="Mana" mana_cost="{3}" />
          <RESOLUTION_TIME_ACTION>
                           LinkedDC():Int_Set( 0, 0 )
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>


   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
      </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>


<STATIC_ABILITY linked_ability_group="1">
      <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND  )
      filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource())
    </FILTER>
         

<CONTINUOUS_ACTION layer="6" filter_id="0">
      local colour = LinkedDC():Int_Get( 0 )
      if FilteredCard() ~= nil and colour &gt; 0 and colour &lt; 6  then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
   characteristics:LoseAllAbilities()
        if colour == 1 then
       characteristics:GrantAbility(0)
       characteristics:GrantAbility(10)
       characteristics:GrantAbility(5)
         elseif colour == 2 then
       characteristics:GrantAbility(1)
       characteristics:GrantAbility(11)
       characteristics:GrantAbility(5)
         elseif colour == 3 then
       characteristics:GrantAbility(2)
       characteristics:GrantAbility(12)
       characteristics:GrantAbility(5)
         elseif colour == 4 then
       characteristics:GrantAbility(3)
       characteristics:GrantAbility(13)
       characteristics:GrantAbility(5)
         elseif colour == 5 then
       characteristics:GrantAbility(4)
       characteristics:GrantAbility(14)
       characteristics:GrantAbility(5)
         end
      end
    </CONTINUOUS_ACTION>
         
      <CONTINUOUS_ACTION layer="4" filter_id="0">
         local colour = LinkedDC():Int_Get( 0 )
      if FilteredCard() ~= nil and colour &gt; 0 and colour &lt; 6 then
        local characteristics = FilteredCard():GetCurrentCharacteristics()
         local subtype = characteristics:SubType_GetWritable()
         subtype:ClearAllOfType( CARD_TYPE_LAND )
         if colour == 1 then
            subtype:Add( LAND_TYPE_SWAMP )
         elseif colour == 2 then
            subtype:Add( LAND_TYPE_ISLAND )
         elseif colour == 3 then
            subtype:Add( LAND_TYPE_FOREST )
         elseif colour == 4 then
            subtype:Add( LAND_TYPE_MOUNTAIN )
         elseif colour == 5 then
            subtype:Add( LAND_TYPE_PLAINS )
         end

      end
    </CONTINUOUS_ACTION>


   </STATIC_ABILITY>

      <ACTIVATED_ABILITY resource_id="0" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {B} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {B} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {B} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {B} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{B}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {B}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {B} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {B} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{B}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="10">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{B}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>


      <ACTIVATED_ABILITY resource_id="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {U} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {U} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {U}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{U}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {U}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {U} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{U}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="11">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{U}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>



      <ACTIVATED_ABILITY resource_id="2" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{G}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="12">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{G}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>



    <ACTIVATED_ABILITY resource_id="3" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {R} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {R} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {R} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {R}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {R} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{R}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {R}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {R} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {R} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{R}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="13">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{R}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>



    <ACTIVATED_ABILITY resource_id="4" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
      RSN_MarkManaAbilityStart()
    </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_Produce( "{W}", 1 )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <STATIC_ABILITY resource_id="14">
      <CONTINUOUS_ACTION layer="0">
      RSN_ClearCanProduceMana()
      RSN_MarkCanProduceMana( "{W}" )
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>

   <TRIGGERED_ABILITY resource_id="5" forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
      RSN_ClearProducedMana()
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>


   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
Instead of using math.random() why don't you try MTG():RandomNumberBetween() as it should use a random number object that was pre-seeded and is persistent rather than trying to use math.random() and math.randomseed() which according to what you have said is probably non-persistent which is why it keeps giving you the same sequence.
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Re: Age of Dodekatheon - NEW UPDATED 10/25/2013 (60 cards)

Postby NeoAnderson » 25 Oct 2013, 03:31

Thanks as always, for your time :-)

About the Prerequisite i have modified the check now is :
return (Object():CountCounters(MTG():GetCountersType("Colors")) &gt; 0 ) and EffectController():CanPayManaCost"{1}" and Object():IsTapped() == false

About the issue on the multiple choice you're right, for this reason my first implementation was with a Numeric question, but i also considered this card powerful (it seems to be a persisten Black Lotus with mana combinations) so i decided to limit the max remove counters to three so if some effect increase the counters, you are not able to remove all the counters in a single turn. Could be a good reason to keep it so, but anyway your note is perfect.

About the random function MTG():RandomNumberBetween() works fine thanks a lot.
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Re: Age of Dodekatheon - NEW UPDATED 10/25/2013 (60 cards)

Postby RiiakShiNal » 25 Oct 2013, 12:36

NeoAnderson wrote:About the issue on the multiple choice you're right, for this reason my first implementation was with a Numeric question, but i also considered this card powerful (it seems to be a persisten Black Lotus with mana combinations) so i decided to limit the max remove counters to three so if some effect increase the counters, you are not able to remove all the counters in a single turn. Could be a good reason to keep it so, but anyway your note is perfect.
If you limit to a max of 3 counters per turn then you need to make sure that is clear on the card (for all players) otherwise it is not consistent with MtG rules. For example you can tack onto the ability the text: "You may remove up to 3 counters this way."

This is almost more like a Basalt Monolith than a persistent Black Lotus (with the exception that it produces coloured mana instead of colourless). A persistent Black Lotus would be Gilded Lotus.
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Re: Age of Dodekatheon - NEW UPDATED 10/25/2013 (60 cards)

Postby NeoAnderson » 25 Oct 2013, 16:12

Thanks my dear "MagicPedia" friend,
About the limitation i followed your suggestion, so it is "You may remove up to 3 counters this way." So the limitation is referred to each time you activate the ability.

About the similarity you're right is similar to Gilded Lotus.
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Re: Age of Dodekatheon - NEW UPDATED 10/26/2013 (68 cards)

Postby NeoAnderson » 26 Oct 2013, 00:26

Hey Riiak,
I am coding some lands for this set based on multistates land. Each land uses the same code just change the subtypes and produced mana colors.
Could you take a quick look to the follow code, just to receive your opinion about the implementation.

CARD DETAILS : Symplegades islands
MAIN ABILITIES :
At the beginning of your upkeep, the Symplegades islands morphs in its next state.
{T}: Add {U} or {R} to your mana pool, depending on current state of Symplegades islands.
{U} {U} or {R} {R} or {R} {U}, {T}: Add {W} to your mana pool.
1° STATE : SUBTYPE ISLAND
2° STATE : SUBTYPE MOUNTAIN

Symplegades islands | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="SYMPLEGADES_ISLANDS_7272006" />
  <CARDNAME text="SYMPLEGADES_ISLANDS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Symplegades islands]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Symplégades îles]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Islas Simplégades]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Symplegaden Inseln]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Isole Simplegadi]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[シムプレゲイド島]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Symplegades 섬]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Симплегады островов]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Simplégades ilhas]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272006" />
  <ARTID value="7227006" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />




<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, the Symplegades islands morphs in its next state.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, les îles symplégades se transforme en son état ​​suivant.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, las islas Simplégades transforma en su próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn Ihrer Pflege, die Inseln Symplegaden verwandelt sich in seiner nächsten Zustand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All'inizio del tuo mantenimento, le Isole Simplegadi mutano nel loro stato successivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時、島シムプレゲイドモーフでその次の状態に。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[그 다음 상태로 보수, 섬 Symplegades 모프의 시작 부분에.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки морфы островов Симплегады в свое следующее состояние.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, as ilhas Simplégades se transforma em seu próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[在進入下一個狀態的開始你的保養,島嶼Symplegades的變種。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[在進入下一個狀態的開始你的保養,島嶼Symplegades的變種。]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>

  <RESOLUTION_TIME_ACTION>
    local nCurrentState = LinkedDC():Int_Get( 99 )
    if (nCurrentState &lt; 1) then
      -- Change to next state.
      LinkedDC():Int_Inc( 99 )
    else
      -- Loop back around to first state.
      LinkedDC():Int_Set( 99, 0 )
    end
  </RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>





   <ACTIVATED_ABILITY linked_ability_group="1" forced_skip="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {U} or {R} to your mana pool, depending on current state of Symplegades islands .]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez {U} ou {R} à votre réserve de mana, en fonction de l'état des îles Symplegades.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {U} o {R} a tu reserva de maná,dependiendo del estado de las islas Symplegades.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Fügen {U} oder {R}, um deinen Manavorrat, je nach dem Stand der Symplegaden Inseln.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {U} oppure {R} al tuo mana pool, in base allo stato attuale delle Isole Simplegadi.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:シムプレゲイド島々の状態に応じて、1マナ{U}か{R}あなたのマナ·プールにを追加します。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : Symplegades 섬의 상태에 따라 하나 마나 {U} 또는 {R}의 마나 풀에를 추가합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {U} или {R} в ваше хранилище маны, в зависимости от состояния Симплегады островов.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {U} ou {R} à sua reserva de mana, dependendo do estado das ilhas Symplegades.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:添加一個法力{U}或{R}到你的魔法力池中,取決於狀態的Symplegades島嶼,。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:添加一個法力{U}或{R}到你的魔法力池中,取決於狀態的Symplegades島嶼,。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
                 <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
       </PLAY_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil ) then
      local nState = LinkedDC():Int_Get( 99 )
      if (nState == 0) then
        RSN_Produce( "{U}", 1 )
      else
        RSN_Produce( "{R}", 1 )
      end

end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

<ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{h}{h}, {T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{h}{h}, {T}: Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{h}{h}, {T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{h}{h}, {T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{h}{h}, {T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{h}{h}, {T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{h}{h}, {T}: {W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{h}{h}, {T}: добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{h}{h}, {T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{h}{h},{T}:加{W}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{h}{h},{T}:加{W}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="Mana" mana_cost="{U/R}{U/R}" />
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{W}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>

   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>


  <STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
               if (nState == 0) then
                RSN_MarkCanProduceMana( "{U}{W}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(11)   
               elseif (nState == 1) then
                  RSN_MarkCanProduceMana( "{R}{W}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(12)
                   end
                        end
      </CONTINUOUS_ACTION>
            <CONTINUOUS_ACTION layer="8">
        local oCard = EffectSource()
        if (RSN_CheckSwitchToFallback( oCard )) then
          local nState = LinkedDC():Int_Get( 99 )
          local oCharacteristics = oCard:GetCurrentCharacteristics()
          if (nState == 0) then
            oCharacteristics:GrantAbility(2)
          elseif (nState == 1)
            oCharacteristics:GrantAbility(4)
          end
        end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>


   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>

   <MANA_ABILITY resource_id="4">
      <COST type="TapSelf" />
      <PRODUCES amount="{R}" />
   </MANA_ABILITY>

<STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Current status]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Situation actuelle]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Estado actual]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aktueller Status]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Stato attuale]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[現在の状態]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[현재 상태]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Текущее состояние]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Andamento]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[現狀]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[現狀]]></LOCALISED_TEXT>

   <CONTINUOUS_ACTION layer="4">
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
            local characteristics = EffectSource():GetCurrentCharacteristics()
            local subtype = characteristics:SubType_GetWritable()
            subtype:ClearAllOfType( CARD_TYPE_LAND )
               if (nState == 0) then
               subtype:Add( LAND_TYPE_ISLAND )   
               elseif (nState == 1) then
               subtype:Add( LAND_TYPE_MOUNTAIN )
                   end
                        end

    </CONTINUOUS_ACTION>
</STATIC_ABILITY>

   <STATIC_ABILITY resource_id="11" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[ Island]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[ Île]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[ Isla]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[ Insel]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[ Isola]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ 島(しま)]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[ 섬]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ Остров]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ Ilha]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[ 海岛]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[ 海島]]></LOCALISED_TEXT>

   </STATIC_ABILITY>

   <STATIC_ABILITY resource_id="12" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[ Mountain]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[ Montagne]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[ Montaña]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[ Gebirge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[ Montagna]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ 山(やま)]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[ 산]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[ Гора]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[ Montanha]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[ 山脉]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[ 山脈]]></LOCALISED_TEXT>
   </STATIC_ABILITY>



   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
Image

Do you think it could be ok? thanks :-)
NeoAnderson
 
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Re: Age of Dodekatheon - NEW UPDATED 10/26/2013 (68 cards)

Postby RiiakShiNal » 26 Oct 2013, 01:35

From a casual glance I'm not seeing any implementation problems.

It might be helpful if you listed for the player what the states are and which is the initial state. For example a piece of text that says "Sympleglades Islands enters the battlefield as an island." And in the upkeep text have "The valid states for Sympleglades Islands are island and mountain." That way the player will be able to understand which states the card has even when not in play.

Though personally, if I were to implement this instead of using a single mana ability that is always active I probably would change out the mana ability with each state so the card would read " {T}: Add {U} to your mana pool." when in Island state and " {T}: Add {R} to your mana pool." while in Mountain state rather than having a separate text ability for the current status. I think that would look cleaner.
RiiakShiNal
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Re: Age of Dodekatheon - NEW UPDATED 10/26/2013 (68 cards)

Postby NeoAnderson » 26 Oct 2013, 13:27

Your suggestions are improving my skills :-)

Anyway about the text i was doubtful about the clearest way to implement it.
Your idea was exactly what i have made with another multistate land "HYPERBOREA".
HYPERBOREA | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="HYPERBOREA_LAND_7272001" />
  <CARDNAME text="HYPERBOREA_LAND" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hyperborea's land]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La terre de l'Hyperborée]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tierra de Hiperbórea]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Hyperborea das Land]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Terra di Iperborea]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ボレアの土地]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Hyperborea의 땅]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Гипербореи на землю]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Terra de Hiperbórea]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272001" />
  <ARTID value="7227001" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <COLOUR value="WUBRG" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />




<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, the land of Hyperborea morphs in its next state.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, la terre de l'Hyperborée se transforme dans son prochain état​​.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, la tierra de Hiperbórea se transforma en su próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn Ihres Unterhalt, das Land der Hyperborea verwandelt in seiner nächsten Zustand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All'inizio del tuo mantenimento, la terra di Iperborea muta nel suo stato successivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープ、その次の状態のハイパーボリアモーフの土地の開始時。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[귀하의 유리, 그 다음 상태 Hyperborea 변경해 땅의 시작 부분에.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага, земля Гиперборея превращается в следующее состояние.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, a terra de Hiperbórea se transforma em seu próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[在開始你的保養,在其下的狀態土地Hyperborea搖身一變。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[在開始你的保養,在其下的狀態土地Hyperborea搖身一變。]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>

  <RESOLUTION_TIME_ACTION>
    local nCurrentState = LinkedDC():Int_Get( 99 )
    if (nCurrentState &lt; 4) then
      -- Change to next state.
      LinkedDC():Int_Inc( 99 )
    else
      -- Loop back around to first state.
      LinkedDC():Int_Set( 99, 0 )
    end
  </RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>


   <TRIGGERED_ABILITY>
      
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
                  <CONTINUOUS_ACTION layer="0">
         if (EffectSource() ~= nil ) then
            EffectSource():GetCurrentCharacteristics():GrantAbility(17) 
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>

   <ACTIVATED_ABILITY resource_id="17">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pay 1 life: You may play an additional land this turn.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Payez 1 point de vie: Vous pouvez jouer un terrain supplémentaire ce tour.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pagar 1 vida: Puedes jugar una tierra adicional este turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Pay 1 Leben: Sie können ein zusätzliches Land in dieser Runde zu spielen.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Paga 1 punto vita : Puoi giocare una terra addizionale in questo turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1点のライフを支払う:あなたは追加の土地をこのターンにプレイしてもよい。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[1 삶을 지불 : 당신은 추가 땅이 턴을 할 수 있습니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Заплатите 1 жизнь: Вы можете играть дополнительную землю в этот ход.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Preste uma vida: Você pode jogar um terreno adicional neste turno.]]></LOCALISED_TEXT>
           <COST type="Life" amount="1" />    
       <CONTINUOUS_ACTION layer="8">
    local player_characteristics = EffectController():GetCurrentCharacteristics()
    player_characteristics:Int_Increment( PLAYER_INTCHARACTERISTIC_EXTRA_LAND_DROPS )
    </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AVAILABILITY per_turn_limit="1" />
   </ACTIVATED_ABILITY>


   <ACTIVATED_ABILITY linked_ability_group="1" forced_skip="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
                 <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
       </PLAY_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil ) then
      local nState = LinkedDC():Int_Get( 99 )
      if (nState == 0) then
        RSN_Produce( "{U}", 1 )
      elseif (nState == 1) then
        RSN_Produce( "{R}", 1 )
      elseif (nState == 2) then
        RSN_Produce( "{W}", 1 )
      elseif (nState == 3) then
        RSN_Produce( "{G}", 1 )
      else
        RSN_Produce( "{B}", 1 )
   
      end

end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

   <STATIC_ABILITY resource_id="16" commaspace="1" active_zone="ZONE_ANY">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add 1 mana of current colour to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez 1 mana de la couleur actuelle à votre réserve de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Añadir 1 maná del color actual a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:1 Mana aktuelle Farbe in deinen Manavorrat.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi un mana del colore attuale alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ·プールに現在の色の1マナを追加します。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:당신의 마나 풀에 현재 색 1 마나를 추가합니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:Добавить 1 ману текущего цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione um mana da cor atual para sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:1點法力值電流的顏色添加到你的魔法力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:1點法力值電流的顏色添加到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>

        <STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
               if (nState == 0) then
                RSN_MarkCanProduceMana( "{U}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(11)   
               elseif (nState == 1) then
                  RSN_MarkCanProduceMana( "{R}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(12)
                   elseif (nState == 2) then
               RSN_MarkCanProduceMana( "{W}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(13)
              elseif (nState == 3) then
               RSN_MarkCanProduceMana( "{G}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(14)
              else
               EffectSource():GetCurrentCharacteristics():GrantAbility(15)
               RSN_MarkCanProduceMana( "{B}" )
              end
                        else
                        EffectSource():GetCurrentCharacteristics():GrantAbility(16) 
         end
      </CONTINUOUS_ACTION>
            <CONTINUOUS_ACTION layer="8">
        local oCard = EffectSource()
        if (RSN_CheckSwitchToFallback( oCard )) then
          local nState = LinkedDC():Int_Get( 99 )
          local oCharacteristics = oCard:GetCurrentCharacteristics()
          if (nState == 0) then
            oCharacteristics:GrantAbility( COLOUR_BLUE )
          elseif (nState == 1)
            oCharacteristics:GrantAbility( COLOUR_RED )
          elseif (nState == 2)
            oCharacteristics:GrantAbility( COLOUR_WHITE )
          elseif (nState == 3)
            oCharacteristics:GrantAbility( COLOUR_GREEN )
           else
            oCharacteristics:GrantAbility( COLOUR_BLACK )
          end
        end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>

    <STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_EXILE">
      <CONTINUOUS_ACTION layer="0">
         EffectSource():GetCurrentCharacteristics():GrantAbility(16) 
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>

   <MANA_ABILITY resource_id="1">
      <COST type="TapSelf" />
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="3">
      <COST type="TapSelf" />
      <PRODUCES amount="{B}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="4">
      <COST type="TapSelf" />
      <PRODUCES amount="{R}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="5">
      <COST type="TapSelf" />
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
   <STATIC_ABILITY resource_id="13" commaspace="1">
           <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{W}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{W}到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>
   <STATIC_ABILITY resource_id="11" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {U} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {U} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {U} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {U}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{U}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{U}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {U} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{U}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{U}到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>
   <STATIC_ABILITY resource_id="15" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {B} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {B} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {B} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {B} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{B}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{B}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {B} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {B} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{B}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{B}到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>
   <STATIC_ABILITY resource_id="12" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {R} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {R} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {R} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {R}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {R} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{R}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{R}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {R} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {R} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{R}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{R}到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>
   <STATIC_ABILITY resource_id="14" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {G} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {G} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {G} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {G} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {G} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {G} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{G}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{G}到你的魔法力池中。]]></LOCALISED_TEXT>

   </STATIC_ABILITY>

   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
This card have a dynamic text "Add to your mana pool"

I have made a revised version of Symplegades Islands following your suggestion.
Now there is a static Text "Symplegades Islands enters the battlefield as an island. Available states : Island, Mountain."
About the "{T} : Add current colour to your mana pool" it is dynamic, so when it is an island it will be "{T} : Add {U} to your mana pool." when it is a mountain will be "{T} : Add {R} to your mana pool."

There is just an issue when the card is out of the game (as like deck editor) the text is not displayed there is just " {T} " symbol. This happen because the {T} symbol is implemented into the activable ability so is always present, the dynamic text, is added with the grantability. I found that if you add a dynamic text with commaspace="1" to a static text it will be considered as like the other static text, it will not be blue and it will be resized.

Symplegades Islands (REVISED) | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="SYMPLEGADES_ISLANDS_7272006" />
  <CARDNAME text="SYMPLEGADES_ISLANDS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Symplegades islands]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Symplégades îles]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Islas Simplégades]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Symplegaden Inseln]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Isole Simplegadi]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[シムプレゲイド島]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Symplegades 섬]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Симплегады островов]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Simplégades ilhas]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272006" />
  <ARTID value="7227006" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />

   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Symplegades Islands enters the battlefield as an island. Available states : Island, Mountain.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Îles Symplegades entre dans le champ de bataille comme une île. États disponibles: Île, Montagne.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Islas Symplegades entra al campo de batalla como una isla. Estados disponibles: Isla, Montaña.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Symplegaden Inseln ins Spiel als eine Insel. Erhältlich Staaten: Island, Berg.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le isole Simplegadi entrano nel campo di battaglia come un'isola. Stati disponibili: Isola, Montagna.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[シムプレゲイド諸島の島として戦場に出る。利用可能な状態:島、山。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Symplegades 제도 섬으로 전장에 들어갑니다. 사용 가능한 국가 : 아일랜드, 산.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Симплегады острова выходит на поле битвы, как остров. Доступных состояний: острова, горы.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Symplegades Ilhas entra no campo de batalha como uma ilha. Estados disponíveis: Ilha, Montanha.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[進入戰場Symplegades群島作為一個島嶼。可用狀態:海島,高山。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[進入戰場Symplegades群島作為一個島嶼。可用狀態:海島,高山。]]></LOCALISED_TEXT>

   </STATIC_ABILITY>


<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, the Symplegades islands morphs in its next state.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, les îles symplégades se transforme en son état ​​suivant.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, las islas Simplégades transforma en su próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn Ihrer Pflege, die Inseln Symplegaden verwandelt sich in seiner nächsten Zustand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All'inizio del tuo mantenimento, le Isole Simplegadi mutano nel loro stato successivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時、島シムプレゲイドモーフでその次の状態に。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[그 다음 상태로 보수, 섬 Symplegades 모프의 시작 부분에.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки морфы островов Симплегады в свое следующее состояние.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, as ilhas Simplégades se transforma em seu próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[在進入下一個狀態的開始你的保養,島嶼Symplegades的變種。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[在進入下一個狀態的開始你的保養,島嶼Symplegades的變種。]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>

  <RESOLUTION_TIME_ACTION>
    local nCurrentState = LinkedDC():Int_Get( 99 )
    if (nCurrentState &lt; 1) then
      -- Change to next state.
      LinkedDC():Int_Inc( 99 )
    else
      -- Loop back around to first state.
      LinkedDC():Int_Set( 99, 0 )
    end
  </RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>

<ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{h}{h}, {T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{h}{h}, {T}: Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{h}{h}, {T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{h}{h}, {T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{h}{h}, {T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{h}{h}, {T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{h}{h}, {T}: {W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{h}{h}, {T}: добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{h}{h}, {T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{h}{h},{T}:加{W}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{h}{h},{T}:加{W}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="Mana" mana_cost="{U/R}{U/R}" />
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{W}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>



   <ACTIVATED_ABILITY linked_ability_group="1" forced_skip="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
                 <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
       </PLAY_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil ) then
      local nState = LinkedDC():Int_Get( 99 )
      if (nState == 0) then
        RSN_Produce( "{U}", 1 )
      else
        RSN_Produce( "{R}", 1 )
      end

end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>



   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>


  <STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
               if (nState == 1) then
                RSN_MarkCanProduceMana( "{R}{W}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(12)   
               else
                  RSN_MarkCanProduceMana( "{U}{W}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(11)
                   end
                        end
      </CONTINUOUS_ACTION>
            <CONTINUOUS_ACTION layer="8">
        local oCard = EffectSource()
        if (RSN_CheckSwitchToFallback( oCard )) then
          local nState = LinkedDC():Int_Get( 99 )
          local oCharacteristics = oCard:GetCurrentCharacteristics()
          if (nState == 1) then
            oCharacteristics:GrantAbility(4)
          else
            oCharacteristics:GrantAbility(2)
          end
        end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>


   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>

   <MANA_ABILITY resource_id="4">
      <COST type="TapSelf" />
      <PRODUCES amount="{R}" />
   </MANA_ABILITY>

<STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
   <CONTINUOUS_ACTION layer="4">
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
            local characteristics = EffectSource():GetCurrentCharacteristics()
            local subtype = characteristics:SubType_GetWritable()
            subtype:ClearAllOfType( CARD_TYPE_LAND )
               if (nState == 0) then
               subtype:Add( LAND_TYPE_ISLAND )   
               elseif (nState == 1) then
               subtype:Add( LAND_TYPE_MOUNTAIN )
                   end
                        end

    </CONTINUOUS_ACTION>
</STATIC_ABILITY>

   <STATIC_ABILITY resource_id="11" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {U} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {U} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {U} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {U}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{U}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{U}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {U} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{U}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{U}到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>

   <STATIC_ABILITY resource_id="12" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {R} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {R} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {R} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {R}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {R} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{R}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{R}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {R} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {R} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{R}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{R}到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>



   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />

</CARD_V2>
NeoAnderson
 
Posts: 914
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Re: Age of Dodekatheon - NEW UPDATED 10/26/2013 (68 cards)

Postby NeoAnderson » 26 Oct 2013, 15:15

2. I have encountered a bug, the game doesn't read the active_zone="ZONE_ANY" all the times. Sometimes works, sometimes not!
I better explain, i have granted some abilities with active_zone="ZONE_ANY", when the card is in hand, or inside the deck not always these ability are displayed! I post 2 screenshoots of the same card picked into 2 different matchs, searching inside the deck, the first time the abilities are correctly granted, the second time into same conditions the abilities don't appear!
Have you a plausible explaination about this behaviour??

You can find the card code below :
Corycian Cave | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="15">
  <FILENAME text="CORYCIAN_CAVE_7272007" />
  <CARDNAME text="CORYCIAN_CAVE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Corycian Cave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Corycienne Grotte]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Coricia Cueva]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Korykische Höhlen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Antro Coricio]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Corycian洞窟]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Corycian 동굴]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пещера Corycian]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Corycian Caverna]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="7272007" />
  <ARTID value="7227007" />
  <ARTIST name="Internet - Free resource" />
        <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />



   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Corycian Cave enters the battlefield as an island. Available states : Island, Forest. It can produce {U} or {G}, depending on its current state.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Corycienne Grotte entre dans le champ de bataille comme une île. États disponibles: l'île, la forêt. Il peut produire {U} ou {G}, en fonction de son état actuel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Coricia Cueva entra al campo de batalla como una isla. Estados disponibles: Isla, Bosque. Se puede producir {U} o {T}, en función de su estado actual.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Korykische Höhlen betritt das Schlachtfeld als eine Insel. Erhältlich Staaten: Island, Wald. Dadurch entstehen {U} oder {G}, je nach aktuellem Zustand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L'antro Coricio entra nel campo di battaglia come un'isola. Stati disponibili: Isola, Foresta. Può produrre {U} oppure {G} , in base allo suo stato attuale.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Corycian洞窟島として戦場に出る。利用可能な状態:島、森林。それは作り出す{U}か{G}、現在の状態に応じてすることができます。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Corycian 동굴 섬으로 전장에 들어갑니다. 사용 가능한 국가 : 아일랜드, 숲. 그것은 생산 {U} 또는 {G}의 현재 상태에 따라 수 있습니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Corycian Пещера выходит на поле битвы, как остров. Доступных состояний: Остров, леса. Он может производить {U} или {G}, в зависимости от его текущего состояния.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Corycian caverna entra no campo de batalha como uma ilha. Estados disponíveis: Ilha, Floresta. Ele pode produzir {U} ou {G}, dependendo de seu estado atual.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Corycian洞進入戰場,作為一個島嶼。可用狀態:島,森林。它可以產生{U}或{G},這取決於其當前狀態。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Corycian洞進入戰場,作為一個島嶼。可用狀態:島,森林。它可以產生{U}或{G},這取決於其當前狀態。]]></LOCALISED_TEXT>

   </STATIC_ABILITY>


<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, the Corycian Cave morphs in its next state.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, la terre de la Corycienne Grotte se transforme dans son prochain état​​.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, la Coricia Cueva se transforma en su próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn Ihres Unterhalt, das Korykische Höhlen verwandelt in seiner nächsten Zustand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All'inizio del tuo mantenimento, l' Antro Coricio muta nel suo stato successivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、Corycian洞窟モーフその次の状態に。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[그 다음 상태로 보수, Corycian 동굴 모프의 시작 부분에.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки Corycian морфы пещеры в своем следующем состоянии.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, os morphs Caverna Corycian em seu próximo estado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[在開始進入下一狀態您的保養,Corycian的的洞穴變形。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[在開始進入下一狀態您的保養,Corycian的的洞穴變形。]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>

  <RESOLUTION_TIME_ACTION>
    local nCurrentState = LinkedDC():Int_Get( 99 )
    if (nCurrentState &lt; 1) then
      -- Change to next state.
      LinkedDC():Int_Inc( 99 )
    else
      -- Loop back around to first state.
      LinkedDC():Int_Set( 99, 0 )
    end
  </RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>

<ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{c}{c}, {T}: Add {R} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{c}{c}, {T}: Ajoutez {R} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{c}{c}, {T}: Agrega {R} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{c}{c}, {T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{c}{c}, {T}: Aggiungi {R} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{c}{c}, {T}:あなたのマナ・プールに{R}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{c}{c}, {T}: {R}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{c}{c}, {T}: добавьте {R} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{c}{c}, {T}: Adicione {R} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{c}{c},{T}:加{R}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{c}{c},{T}:加{R}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="Mana" mana_cost="{U/G}{U/G}" />
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{R}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>



   <ACTIVATED_ABILITY linked_ability_group="1" forced_skip="1" >
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
                 <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
       </PLAY_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
if (EffectSource() ~= nil ) then
      local nState = LinkedDC():Int_Get( 99 )
      if (nState == 0) then
        RSN_Produce( "{U}", 1 )
      else
        RSN_Produce( "{G}", 1 )
      end

end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>


   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>


  <STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
               if (nState == 1) then
                RSN_MarkCanProduceMana( "{G}{R}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(12)   
               else
                  RSN_MarkCanProduceMana( "{U}{R}" )
               EffectSource():GetCurrentCharacteristics():GrantAbility(11)
                   end
                        end
      </CONTINUOUS_ACTION>
            <CONTINUOUS_ACTION layer="8">
        local oCard = EffectSource()
        if (RSN_CheckSwitchToFallback( oCard )) then
          local nState = LinkedDC():Int_Get( 99 )
          local oCharacteristics = oCard:GetCurrentCharacteristics()
          if (nState == 0) then
            oCharacteristics:GrantAbility(2)
          elseif (nState == 1)
            oCharacteristics:GrantAbility(4)
          end
        end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>


   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>

   <MANA_ABILITY resource_id="4">
      <COST type="TapSelf" />
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>

<STATIC_ABILITY linked_ability_group="1" active_zone="ZONE_ANY">

   <CONTINUOUS_ACTION layer="4">
         if (EffectSource() ~= nil ) then
               local nState = LinkedDC():Int_Get( 99 )
            local characteristics = EffectSource():GetCurrentCharacteristics()
            local subtype = characteristics:SubType_GetWritable()
            subtype:ClearAllOfType( CARD_TYPE_LAND )
               if (nState == 0) then
               subtype:Add( LAND_TYPE_ISLAND )   
               elseif (nState == 1) then
               subtype:Add( LAND_TYPE_FOREST )
                   end
                        end

    </CONTINUOUS_ACTION>
</STATIC_ABILITY>

   <STATIC_ABILITY resource_id="11" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {U} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {U} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {U} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {U}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{U}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{U}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {U} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{U}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{U}到你的魔法力池中。]]></LOCALISED_TEXT>

   </STATIC_ABILITY>

   <STATIC_ABILITY resource_id="12" commaspace="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[:Add {G}  to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[:Ajoutez {G}  à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[:Agrega {G}  a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[:Erhöhe deinen Manavorrat um {G}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[:Aggiungi {G}  alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[:あなたのマナ・プールに{G} を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[:{G} 를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[:добавьте {G}  в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[:Adicione {G}  à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[:加{G} 到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[:加{G} 到你的魔法力池中。]]></LOCALISED_TEXT>
   </STATIC_ABILITY>



   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />

</CARD_V2>
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NeoAnderson
 
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