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Converting frome forge(is it possible)

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Converting frome forge(is it possible)

Postby angmarec » 04 May 2014, 21:13

There are a lot of cards coded for MTG Forge, is there way to convert functions from forge to Dotp?
angmarec
 
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Re: Converting frome forge(is it possible)

Postby RiiakShiNal » 04 May 2014, 22:58

Some things just aren't possible in the DotP engine and trying to write a program to translate Forge cards to DotP would be extremely time consuming if not downright impossible. Here are a couple of examples:

Adarkar Wastes (Forge) | Open
Code: Select all
Name:Adarkar Wastes
ManaCost:no cost
Types:Land
A:AB$ Mana | Cost$ T | Produced$ 1 | SpellDescription$ Add {1} to your mana pool.
A:AB$ Mana | Cost$ T | Produced$ W | SubAbility$ DBPain | SpellDescription$ Add {W} to your mana pool. CARDNAME deals 1 damage to you.
A:AB$ Mana | Cost$ T | Produced$ U | SubAbility$ DBPain | SpellDescription$ Add {U} to your mana pool. CARDNAME deals 1 damage to you.
SVar:DBPain:DB$ DealDamage | NumDmg$ 1 | Defined$ You
SVar:Picture:http://www.wizards.com/global/images/magic/general/adarkar_wastes.jpg
Oracle:{T}: Add {1} to your mana pool.\n{T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.
Adarkar Wastes (DotP) | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
   <FILENAME text="RSN_ADARKAR_WASTES_129458" />
   <CARDNAME text="ADARKAR_WASTES" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Adarkar Wastes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Landes d'Adarkar]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Yermos de Adarkar]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Adarkarwüste]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distese dell'Adarkar]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アダーカー荒原]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Adarkar Wastes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Адаркарские Пустоши]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Regiões Agrestes de Adarkar]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[阿达卡荒野]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[阿達卡荒野]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="129458" />
   <ARTID value="RSN129458" />
   <ARTIST name="John Avon" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="10E" />
   <RARITY metaname="R" />
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {1}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{1}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{1}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{1}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} ou {U} à votre réserve.  Les Landes d’Adarkar vous infligent 1 blessure.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} o {U} a tu reserva de maná. Los Yermos de Adarkar te hacen 1 punto de daño.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W} oder {U}. Die Adarkarwüste fügt dir 1 Schadenspunkt zu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} o {U} alla tua riserva di mana. Le Distese dell’Adarkar ti infliggono 1 danno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}か{U}を加える。 アダーカー荒原はあなたに1点のダメージを与える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {W} или {U} в ваше хранилище маны. Адаркарские Пустоши наносят вам 1 повреждение.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} ou {U} à sua reserva de mana. Regiões Agrestes de Adarkar causa 1 ponto de dano a você.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{W}或{U}到你的法术力池中。 阿达卡荒野对你造成1点伤害。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{W}或{U}到你的魔法力池中。 阿達卡荒野對你造成1點傷害。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <MODE_SELECT tag="MODE_CHOOSE_ONE">
         <MODE tag="RSN_MODE_PRODUCE_W" index="1" />
         <MODE tag="RSN_MODE_PRODUCE_U" index="2" />
      </MODE_SELECT>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="1">
         RSN_Produce( "{W}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="2">
         RSN_Produce( "{U}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
         if (EffectSourceLKI() ~= nil) then
            EffectSourceLKI():DealDamageTo( 1, EffectController() )
         end
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{1}{U}{W}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (RSN_CheckSwitchToFallback( oCard )) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            oCharacteristics:GrantAbility( 0 )
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="0">
      <COST type="TapSelf" />
      <PRODUCES amount="{1}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
</CARD_V2>
Goblin Charbelcher (Forge) | Open
Code: Select all
Name:Goblin Charbelcher
ManaCost:4
Types:Artifact
A:AB$ DigUntil | Cost$ 3 T | Valid$ Land | ValidDescription$ land | RememberRevealed$ True | RevealedDestination$ Library | RevealedLibraryPosition$ -1 | SubAbility$ DBBelch | SpellDescription$ Reveal cards from the top of your library until you reveal a land card. CARDNAME deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, CARDNAME deals double that damage instead. Put the revealed cards on the bottom of your library in any order. | StackDescription$ SpellDescription
SVar:DBBelch:DB$ DealDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player | NumDmg$ X | References$ X,FoundMountain | ConditionCheckSVar$ FoundMountain | ConditionSVarCompare$ EQ0 | SubAbility$ DBDoubleBelch  | StackDescription$ None
SVar:DBDoubleBelch:DB$ DealDamage | Defined$ Targeted | NumDmg$ DoubleX | SubAbility$ DBCleanup | ConditionCheckSVar$ FoundMountain | ConditionSVarCompare$ EQ1 | StackDescription$ None | References$ DoubleX,FoundMountain
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Remembered$Valid Card.nonLand
SVar:DoubleX:Remembered$Valid Card.nonLand/Times.2
SVar:FoundMountain:Remembered$Valid Card.Mountain
SVar:Picture:http://www.wizards.com/global/images/magic/general/goblin_charbelcher.jpg
Oracle:{3}, {T}: Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order.
Goblin Charbelcher (DotP) | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="21">
  <FILENAME text="GOBLIN_CHARBELCHER_375113" />
  <CARDNAME text="GOBLIN_CHARBELCHER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Goblin Charbelcher]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rotefeu gobelin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lanzaesquirlas trasgo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Goblin-Flammenrülpser]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sparafuoco Goblin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ゴブリンの放火砲]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[고블린 숯발사기]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Гоблинский Углеметатель]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Canhão de Fogo dos Goblins]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="375113" />
  <ARTID value="51139" />
  <ARTIST name="Stephen Tappin" />
  <CASTING_COST cost="{4}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}, {T}: Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}, {T} : Révélez les cartes du dessus de votre bibliothèque jusqu'à ce que vous révéliez une carte de terrain. Le Rotefeu gobelin inflige à une cible, créature ou joueur, un nombre de blessures égal au nombre de cartes non-terrain révélées de cette manière. Si la carte de terrain révélée était une montagne, le Rotefeu gobelin inflige le double de blessures à la place. Mettez les cartes révélées au-dessous de votre bibliothèque, dans n'importe quel ordre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}, {T}: Muestra cartas de la parte superior de tu biblioteca hasta que muestres una carta de tierra. El Lanzaesquirlas trasgo hace daño a la criatura o jugador objetivo igual al número de cartas que no sean de tierra mostradas de esta manera. Si la carta de tierra mostrada es una montaña, en vez de eso, el Lanzaesquirlas trasgo hace el doble de ese daño. Pon las cartas mostradas en la parte inferior de tu biblioteca en cualquier orden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}, {T}: Decke Karten oben von deiner Bibliothek auf, bis du eine Länderkarte aufdeckst. Der Goblin-Flammenrülpser fügt einer Kreatur oder einem Spieler deiner Wahl Schadenspunkte in Höhe der Anzahl der aufgedeckten Karten, die kein Land waren, zu. Falls die aufgedeckte Länderkarte ein Gebirge war, fügt der Goblin-Flammenrülpser stattdessen doppelt so viel Schaden zu. Lege die auf diese Weise aufgedeckten Karten in beliebiger Reihenfolge unter deine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}, {T}: Rivela carte dalla cima del tuo grimorio finché non riveli una carta terra. Lo Sparafuoco Goblin infligge danno pari al numero di carte non terra rivelate in questo modo a una creatura o a un giocatore bersaglio. Se la carta terra rivelata era una Montagna, lo Sparafuoco Goblin infligge invece il doppio di quel danno. Metti le carte rivelate in fondo al tuo grimorio in qualsiasi ordine.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}, {T}:あなたのライブラリーの一番上から、土地カードが公開されるまで順にカードを公開する。クリーチャー1体かプレイヤー1人を対象とする。ゴブリンの放火砲はそれに、これにより公開された土地でないカードの枚数に等しい点数のダメージを与える。公開された土地カードが山であった場合、代わりにゴブリンの放火砲はその2倍のダメージを与える。その公開したカードをあなたのライブラリーの一番下に望む順番で置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}, {T}: 당신은 대지 카드가 공개될 때까지 당신의 서고 맨 위 카드를 공개한다. 생물 한 개나 플레이어 한 명을 목표로 정한다. 고블린 숯발사기는 그 목표에 당신이 이런 식으로 공개한 대지가 아닌 카드 수만큼의 피해를 입힌다. 공개된 대지 카드가 산이라면, 고블린 숯발사기는 대신 그 피해를 두 배로 입힌다. 공개된 카드들은 당신이 원하는 순서로 당신의 서고 맨 밑에 놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}, {T}: показывайте карты с верха вашей библиотеки до тех пор, пока вы не покажете карту земли. Гоблинский Углеметатель наносит целевому существу или игроку повреждения, равные количеству не являющихся землями карт, показанных таким образом. Если показанная карта земли была Горой, Гоблинский Углеметатель вместо этого наносит те повреждения в двойном размере. Положите показанные карты в низ вашей библиотеки в любом порядке.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}, {T}: Revele os cards no topo do seu grimório até revelar um card de terreno. Canhão de Fogo dos Goblins causa à criatura ou jogador alvo uma quantidade de dano igual ao número de cards que não sejam de terreno revelados dessa maneira. Se o card de terreno revelado for uma Montanha, em vez disso, Canhão de Fogo dos Goblins causará o dobro daquela quantidade de dano. Coloque os cards revelados no fundo de seu grimório em qualquer ordem.]]></LOCALISED_TEXT>
    <SFX text="TARGET_FIREBALL_PLAY" />
    <COST mana_cost="{3}" type="Mana" />
    <COST type="TapSelf" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_OR_PLAYER_TO_DAMAGE" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local cardsInLibrary = EffectController():Library_Count()
    local belcherDC = EffectDC():Make_Chest(1)
    for i = 0, (cardsInLibrary-1) do
       local card = EffectController():Library_GetNth(i)
       if card ~= nil then
          belcherDC:Set_CardPtr(i, card )
          card:Reveal(true)
          if card:GetCardType():Test(CARD_TYPE_LAND) then
             break
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local belcherDC = EffectDC():Get_Chest(1)
    if belcherDC ~= nil then
       local numItemsinDC = belcherDC:Count()
       
       if numItemsinDC &gt;1 then
          local damageToDeal = numItemsinDC-1
          local landCard = belcherDC:Get_CardPtr(numItemsinDC-1)
          
          if landCard ~= nil and landCard:GetSubType():Test(LAND_TYPE_MOUNTAIN) then
             local damageToDeal = damageToDeal*2
             local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
             local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
             if ( target_creature ~= nil ) then
                EffectSourceLKI():DealDamageTo( damageToDeal, target_creature )
             elseif ( target_player ~= nil ) then   
                EffectSourceLKI():DealDamageTo( damageToDeal, target_player )
             end
          else
             local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
             local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
             if ( target_creature ~= nil ) then
                EffectSourceLKI():DealDamageTo( damageToDeal, target_creature )
             elseif ( target_player ~= nil ) then   
                EffectSourceLKI():DealDamageTo( damageToDeal, target_player  )   
             end
          end
       end
    end
       
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    -- All chosen cards will have been put into hand by now, so will have been wiped from the queryDC.
    -- Choosing an ordering is outside the scope of Duels
    local queryDC = EffectDC():Get_Chest(1)
    local num_cards = queryDC:Count()
    for i=0,num_cards-1 do
       local card = queryDC:Get_CardPtr(i)
       if card ~= nil then
          card:PutOnBottomOfLibrary()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY" />
    <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AI_AVAILABILITY window_step="end_of_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
  </ACTIVATED_ABILITY>
  <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
RiiakShiNal
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