Re: BloodReyvyn's Mods 2014 v2.0
Not sure if anyone else got around to testing this, so I just wanted to point out that it does in fact work.thefiremind wrote:OK, it's untested but I think I got it:The CANT_ATTACK_PLAYER_TEST trigger uses TriggerPlayer() as the player that you wish to attack and TriggerObject() as the creature that may not be able to attack the player, and must return true when the attack can't be made (this is the confusing part, but you need to remember how the trigger is called: CANT_ATTACK_PLAYER_TEST
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<TRIGGERED_ABILITY replacement_effect="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Serpent of the Endless Sea can’t attack unless defending player controls an Island.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Serpent de la Mer sans fin ne peut pas attaquer à moins que le joueur défenseur ne contrôle au moins une île.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Serpiente del mar interminable no puede atacar a menos que el jugador defensor controle una isla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Seeschlange des Weiten Meers kann nicht angreifen, falls der verteidigende Spieler keine Insel kontrolliert.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Serpe del Mare Infinito non può attaccare a meno che il giocatore in difesa non controlli un’Isola.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[終わり無き海の海蛇は、防御プレイヤーが島をコントロールしていないかぎり攻撃できない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Serpent of the Endless Sea can’t attack unless defending player controls an Island.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Змей Бескрайнего Моря не может атаковать, если только защищающийся игрок не контролирует Остров.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Serpente do Mar Sem Fim não pode atacar a menos que o jogador defensor controle uma Ilha.]]></LOCALISED_TEXT>
<TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self" pre_trigger="1">
local filter = ClearFilter()
filter:Add(FE_SUBTYPE, OP_IS, LAND_TYPE_ISLAND)
filter:Add( FE_CONTROLLER, OP_IS, TriggerPlayer() )
return filter:CountStopAt(1) == 0
</TRIGGER>
</TRIGGERED_ABILITY>).
since I had forgotten that Mana_Ability blocks don't recognize costs other than "TapSelf."