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Community Wad

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Re: Community Wad

Postby nivmizzet1 » 26 Jul 2020, 06:51

newtomagic wrote:@fallenangel
TriggerObject():GetColour():Test( COLOUR_BLACK ) was all it needed...thanks for that...
OMG -- I just coded Ayara, First of Locthwain (if it's not obvious from some of the cards I've been querying, I've been working on a sac deck)! I wasn't following the thread :(

EDIT: I've also coded Syr Konrad, the Grim, Serrated Scorpion, and Castle Locthwain
Last edited by nivmizzet1 on 26 Jul 2020, 11:05, edited 2 times in total.
nivmizzet1
 
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Re: Community Wad

Postby nivmizzet1 » 26 Jul 2020, 07:03

Can someone help with Priest of Forgotten Gods? I've tried so many variations, it's making me go insane. The original version wasn't making the opponent sacrifice a creature. I think with my current version I've managed to query the opponent, but the opponent still isn't sacrificing a creature.

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="PRIEST_OF_FORGOTTEN_GODS_MM_CW" />
   <CARDNAME text="PRIEST_OF_FORGOTTEN_GODS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Priest of Forgotten Gods]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prêtresse des dieux oubliés]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacerdotisa de dioses olvidados]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Priesterin der vergessenen Götter]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacerdotessa degli Dei Dimenticati]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘れられた神々の僧侶]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[잊혀진 신들의 사제]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Жрица Забытых Богов]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacerdotisa dos Deuses Esquecidos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[弃神僧侣]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[棄神僧侶]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="457227" />
   <ARTID value="PRIEST_OF_FORGOTTEN_GODS" />
   <ARTIST name="Zack Stella" />
   <CASTING_COST cost="{1}{B}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Orzhov are not the only religious tradition on Ravnica, nor the oldest.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Orzhov n’est pas la seule tradition religieuse sur Ravnica, ni la plus ancienne.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los orzhov no son la única tradición religiosa en Rávnica, ni la más antigua.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Orzhov sind weder die einzige noch die älteste religiöse Tradition in Ravnica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il credo degli Orzhov non è l’unica tradizione religiosa di Ravnica, né la più antica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ラヴニカにおいて、オルゾフのみが信仰深い一派というわけでも、最古というわけでもない。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[오르조브는 라브니카의 유일한 종교도, 가장 오래된 종교도 아니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Орзовы — не единственная религиозная традиция в Равнике и не старейшая.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os Orzhov não são a única tradição religiosa em Ravnica, nem a mais antiga.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[欧佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一个。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[歐佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一個。]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Human" />
   <SUB_TYPE metaname="Cleric" />
   <EXPANSION value="RNA" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="2" />
    <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature. You add {B}{B} and draw a card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, sacrifiez deux autres créatures : N’importe quel nombre de joueurs ciblés perdent chacun 2 points de vie et sacrifient une créature. Vous ajoutez {B}{B} et piochez une carte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, sacrificar otras dos criaturas: Cualquier cantidad de jugadores objetivo pierden 2 vidas y sacrifican una criatura cada uno. Agregas {B}{B} y robas una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, opfere zwei andere Kreaturen: Eine beliebige Anzahl an Spielern deiner Wahl verliert jeweils 2 Lebenspunkte und opfert eine Kreatur. Du erzeugst {B}{B} und ziehst eine Karte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Sacrifica altre due creature: Scegli un qualsiasi numero di giocatori bersaglio. Ognuno di essi perde 2 punti vita e sacrifica una creatura. Aggiungi {B}{B} e pesca una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 他のクリーチャー2体を生け贄に捧げる:望む数のプレイヤーを対象とする。それらのプレイヤーはそれぞれ、2点のライフを失いクリーチャー1体を生け贄に捧げる。あなたは{B}{B}を加えカードを1枚引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, 다른 생물 두 개를 희생한다: 플레이어를 원하는 수만큼 목표로 정한다. 그 플레이어들은 각각 생명 2점을 잃고 생물 한 개를 희생한다. 당신은 {B}{B}를 추가하고 카드 한 장을 뽑는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, пожертвуйте два других существа: каждый из любого количества целевых игроков теряет 2 жизни и жертвует существо. Вы добавляете {B}{B} и берете карту.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, sacrifique duas outras criaturas: Qualquer número de jogadores alvo perde, cada um, 2 pontos de vida e sacrifica, cada um, uma criatura. Você adiciona {B}{B} e compra um card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},牺牲两个其他生物:任意数量的目标牌手各失去2点生命且牺牲一个生物。你加{B}{B}且抓一张牌。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},犧牲兩個其他生物:任意數量的目標玩家各失去2點生命且犧牲一個生物。你加{B}{B}且抽一張牌。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <COST type="Sacrifice" qualifier="another" definition="1" compartment="1" query_tag="SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="2" />
      <COST_DEFINITION id="1">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      </COST_DEFINITION>
      <TARGET tag="SPL_CARD_QUERY_CHOOSE_PLAYER" definition="2" compartment="2" any_number_of="1" />

      <TARGET_DEFINITION id="2">
         local filter = ClearFilter()
         filter:SetFilterType(FILTER_TYPE_PLAYERS)
      </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
         local players = EffectDC():Get_Targets(2)
         local count = players:Count()
         for j = 0, count-1 do
            local oTargetPlayer = players:Get_PlayerPtr(j)
            if oTargetPlayer ~= nil then
               oTargetPlayer:LoseLife(2)
            end
         end
      </RESOLUTION_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
         local players = EffectDC():Get_Targets(2)
         local count = players:Count()
         for j = 0, count-1 do
            local oTargetPlayer = players:Get_PlayerPtr(j)
            if oTargetPlayer ~= nil then
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, oTargetPlayer )
               filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
               oTargetPlayer:ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE", EffectDC():Make_Targets(3) )
            end
         end
      </RESOLUTION_TIME_ACTION>
      
            <RESOLUTION_TIME_ACTION>
         local players = EffectDC():Get_Targets(2)
         local count = players:Count()
         for j = 0, count-1 do
            local oTargetPlayer = players:Get_PlayerPtr(j)
            if oTargetPlayer ~= nil then
               local creature = EffectDC():Get_Targets(3):Get_CardPtr(0)
               if creature ~= nil then
                  oTargetPlayer:Sacrifice( creature )
               end
            end
         end
      </RESOLUTION_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
         if EffectController() ~= nil then
            EffectController():DrawCards(1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{B}", 2 )
      </RESOLUTION_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
      </RESOLUTION_TIME_ACTION>

      <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
      <AI_AVAILABILITY window_step="begin_combat" 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="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="their_turn" type="window" />
      <AUTO_SKIP no_effect_source="1" />
   </ACTIVATED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
   <EDITORS><![CDATA[Splinterverse, Splinterverse, NivMizzet1]]></EDITORS>
   <DATE><![CDATA[21-06-19, 31-07-19, 25-7-20]]></DATE>
   --31-07-19: Attempt to fix opponent not sacrificing
</CARD_V2>
EDIT: Also, some help with Castle Locthwain would be nice. For some reason, it's not dealing damage.
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="CASTLE_LOCTHWAIN_MM_CW" />
   <CARDNAME text="CASTLE_LOCTHWAIN" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Castle Locthwain]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Château Locthwain]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Castillo de Nimboscuro]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schloss Locthwain]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Castello di Loctevenna]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ロークスワイン城]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[로크트웨인 성]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Замок Локтвейн]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Castelo de Locthwain]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[洛司温堡]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[洛司溫堡]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="473203" />
   <ARTID value="CASTLE_LOCTHWAIN" />
   <ARTIST name="Titus Lunter" />
   <CASTING_COST cost="" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Without Locthwain’s persistence, the realm would stagnate and die.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sans la ténacité de Locthwain, le royaume stagnerait et périrait.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sin la persistencia de Nimboscuro, el reino se anquilosaría y moriría.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ohne die Beharrlichkeit von Locthwain würde das Reich stocken und sterben.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Senza la tenacia di Loctevenna, il reame stagnerebbe e morirebbe.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ロークスワインの執念がなければ、王国は弱々しく滅んでしまうだろう。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[로크트웨인의 끈질김이 없다면, 왕국은 침체하여 죽을 터이다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Без напора Локтвейна королевство остановится на месте и умрет.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sem a persistência de Locthwain, o reino estagnaria e morreria.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[欠缺洛司温的毅力,世境将致萧条灭亡。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[欠缺洛司溫的毅力,世境將致蕭條滅亡。]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Land" />
   <EXPANSION value="ELD" />
   <RARITY metaname="R" />

   <TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Castle Locthwain enters the battlefield tapped unless you control a Swamp.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Château Locthwain arrive sur le champ de bataille engagé à moins que vous ne contrôliez un marais.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Castillo de Nimboscuro entra al campo de batalla girado a menos que controles un Pantano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schloss Locthwain kommt getappt ins Spiel, es sei denn, du kontrollierst einen Sumpf.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Castello di Loctevenna entra nel campo di battaglia TAPpato a meno che tu non controlli una Palude.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたが沼をコントロールしていないかぎり、ロークスワイン城はタップ状態で戦場に出る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[로크트웨인 성은 당신이 늪을 조종하지 않는 한 탭된 채로 전장에 들어온다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Замок Локтвейн выходит на поле битвы повернутым, если под вашим контролем нет Болота.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Castelo de Locthwain entra no campo de batalha virado, a menos que você controle um Pântano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[除非你操控沼泽,否则洛司温堡须横置进战场。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[除非你操控沼澤,否則洛司溫堡須橫置進戰場。]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            local filter = ClearFilter()
            local subfilter = filter:AddSubFilter_Or()
            subfilter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            if filter:CountStopAt(1) == 0 then
               TriggerObject():Tap()
            end
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         filter:SetZone( ZONE_HAND, EffectController() )
         if filter:ChromaCount(COLOUR_BLACK) == 0 then
            LinkedDC():Set_Int( 0, 1 )
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   
   
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erzeuge {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:{B}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {B}를 추가한다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{B}。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{B}。]]></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()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{B}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local nDefaultColour = COLOUR_BLACK
         local oCard = EffectSource()
         if (RSN_CheckSwitchToFallback( oCard )) then
            local nColour = RSN_GetLastProducedColour()
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (nColour ~= COLOUR_COLOURLESS) then
               oCharacteristics:GrantAbility( nColour )
            else
               oCharacteristics:GrantAbility( nDefaultColour )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{B}" />
   </MANA_ABILITY>

    <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{B}{B}, {T}: Draw a card, then you lose life equal to the number of cards in your hand.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{B}{B}, {T} : Piochez une carte, puis vous perdez un nombre de points de vie égal au nombre de cartes dans votre main.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{B}{B}, {T}: Roba una carta, luego pierdes una cantidad de vidas igual a la cantidad de cartas en tu mano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{B}{B}, {T}: Ziehe eine Karte, dann verlierst du so viele Lebenspunkte, wie du Karten auf der Hand hast.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{B}{B}, {T}: Pesca una carta, poi perdi punti vita pari al numero di carte che hai in mano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{B}{B}, {T}:カードを1枚引く。その後、あなたはあなたの手札にあるカードの枚数に等しい点数のライフを失う。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{B}{B}, {T}: 카드 한 장을 뽑은 후, 당신의 손에 있는 카드의 수만큼 생명점을 잃는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{B}{B}, {T}: возьмите карту, затем вы теряете количество жизней, равное числу карт в вашей руке.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{B}{B}, {T}: Compre um card. Em seguida, você perde uma quantidade de pontos de vida igual ao número de cards em sua mão.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{1}{B}{B},{T}:抓一张牌,然后你失去等同于你手牌数量的生命。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{1}{B}{B},{T}:抽一張牌,然後你失去等同於你手牌數量的生命。]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{B}{B}" type="Mana" />
      <COST type="TapSelf" />
      <AVAILABILITY>
         return EffectController():CanPayManaCost("{1}{B}{B}")
      </AVAILABILITY>
      <RESOLUTION_TIME_ACTION>
         EffectController():DrawCards(1)
      </RESOLUTION_TIME_ACTION>

      <RESOLUTION_TIME_ACTION filter_id="0">
         local Player = EffectController()
         if Player ~= nil then
            local Filter = ClearFilter()
            Filter:SetZone(ZONE_HAND, Player)
            Player:LoseLife(Filter:Count())
         end
      </RESOLUTION_TIME_ACTION>
      
   </ACTIVATED_ABILITY>

   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />

   <AUTHOR><![CDATA[NivMizzet1]]></AUTHOR>
   <EDITORS><![CDATA[NivMizzet1]]></EDITORS>
   <DATE><![CDATA[25-07-20]]></DATE>
</CARD_V2>
Last edited by nivmizzet1 on 26 Jul 2020, 11:04, edited 2 times in total.
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Re: Community Wad

Postby nivmizzet1 » 26 Jul 2020, 07:55

fallenangle wrote:
@nivmizzet1: As for Uro, as long as his escape ability is set to active_zone="ZONE_GRAVEYARD", there should be no way he can escape from your hand.
I understand that's how it should work, but it's not working like that. Maybe there's a way to code that into the availability block? I'm happy using it how it is though.
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Re: Community Wad

Postby fallenangle » 26 Jul 2020, 15:31

@nivmizzet: Your Castle Locthwain isn't working properly because you're calling a filter_id without a filter block. All you really need to do is change the last RTA to this:

Code: Select all
<RESOLUTION_TIME_ACTION>
EffectController():LoseLife(EffectController():Hand_Count())
</RESOLUTION_TIME_ACTION>
I'll look into Priest of the Forgotten Gods later today. As for Uro, I've tried putting an availability block on the utility ability to make it only work if Uro is in the graveyard, but then I can't activate the ability at all. I think some files you have may be interfering with it, though I can't be sure.

I've worked up an Emblem for Bolas's Citadel that should make it work properly even when cards have weird width and length. I'll test it to make sure it works, then post the code here.

One last note: Thanks to newtomagic's question, I looked back at the conversation I had with Xander 4 years ago about Panharmonicon. I think that I may actually be able to code it using his suggestions. I'll test it and let you all know what I find out.
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Re: Community Wad

Postby nivmizzet1 » 26 Jul 2020, 16:48

fallenangle wrote:@nivmizzet: Your Castle Locthwain isn't working properly because you're calling a filter_id without a filter block. All you really need to do is change the last RTA to this:

Code: Select all
<RESOLUTION_TIME_ACTION>
EffectController():LoseLife(EffectController():Hand_Count())
</RESOLUTION_TIME_ACTION>
I'll look into Priest of the Forgotten Gods later today. As for Uro, I've tried putting an availability block on the utility ability to make it only work if Uro is in the graveyard, but then I can't activate the ability at all. I think some files you have may be interfering with it, though I can't be sure.

I've worked up an Emblem for Bolas's Citadel that should make it work properly even when cards have weird width and length. I'll test it to make sure it works, then post the code here.

One last note: Thanks to newtomagic's question, I looked back at the conversation I had with Xander 4 years ago about Panharmonicon. I think that I may actually be able to code it using his suggestions. I'll test it and let you all know what I find out.
Excellent.

Is there any chance of getting Adventure cards working? Could we create some kind of emblem that allows us to play cards from exile if the Adventure cost was paid?

Lastly, I've coded Syr Konrad, the Grim, but I kind of cheated on his triggered ability, condensing the first two triggers into one. It obviously works as intended, but technically is not accurate. First, should we bother making it technically correct? Second, if so, can someone add the necessary adjustments to the code?
Code: Select all
    <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent.]]></LOCALISED_TEXT>
   
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="another" to_zone="ZONE_ANY" from_zone="ZONE_GRAVEYARD" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetOwner():GetTeam() == EffectController():GetTeam()
      </TRIGGER>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="another" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
      </TRIGGER>
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Re: Community Wad

Postby fallenangle » 26 Jul 2020, 19:37

@nivmizzet1: I actually made a working Adventure card last September. No one showed any interest in it at the time on Discord, however, so I haven't done anything with it since then. It's Murderous Rider//Swift End. I've tested it, and it works as intended (for me, anyway). I'm attaching all the necessary files to this post.

Some things to note about it. You'll need to make adjustments similar to the ones I made for adventure in all of the named CW files. My adjustments worked on the CW version current at the time, but it may have been updated since then.

Second, for whatever reason, spells can become creatures and then switch back if they want, but creatures can't become spells. This means that the base card for any Adventure card needs to be the Adventure spell, NOT the creature, which has to be called as a token.

Finally, my code isn't terribly clean and is strongly based on my earlier (and hopefully soon to be completed) work with split cards. I apologize that it's a mess and isn't commented out.
Attachments
Adventure Card Files.zip
(43.07 KiB) Downloaded 47 times
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Re: Community Wad

Postby fallenangle » 27 Jul 2020, 03:43

@nivmizzet1: Syr Konrad, the Grim is an easy fix. This should be all three triggers you need:

Code: Select all
 <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent.]]></LOCALISED_TEXT>
     <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
       </TRIGGER>
        <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
      </TRIGGER>
      <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_ANY" from_zone="ZONE_GRAVEYARD" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetOwner():GetTeam() == EffectController():GetTeam()
      </TRIGGER>
And here's your working Priest of Forgotten Gods:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="PRIEST_OF_FORGOTTEN_GODS_FA_MM_CW" />
   <CARDNAME text="PRIEST_OF_FORGOTTEN_GODS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Priest of Forgotten Gods]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prêtresse des dieux oubliés]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacerdotisa de dioses olvidados]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Priesterin der vergessenen Götter]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacerdotessa degli Dei Dimenticati]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘れられた神々の僧侶]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[잊혀진 신들의 사제]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Жрица Забытых Богов]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacerdotisa dos Deuses Esquecidos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[弃神僧侣]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[棄神僧侶]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="457227" />
   <ARTID value="PRIEST_OF_FORGOTTEN_GODS" />
   <ARTIST name="Zack Stella" />
   <CASTING_COST cost="{1}{B}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Orzhov are not the only religious tradition on Ravnica, nor the oldest.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Orzhov n’est pas la seule tradition religieuse sur Ravnica, ni la plus ancienne.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los orzhov no son la única tradición religiosa en Rávnica, ni la más antigua.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Orzhov sind weder die einzige noch die älteste religiöse Tradition in Ravnica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il credo degli Orzhov non è l’unica tradizione religiosa di Ravnica, né la più antica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ラヴニカにおいて、オルゾフのみが信仰深い一派というわけでも、最古というわけでもない。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[오르조브는 라브니카의 유일한 종교도, 가장 오래된 종교도 아니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Орзовы — не единственная религиозная традиция в Равнике и не старейшая.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os Orzhov não são a única tradição religiosa em Ravnica, nem a mais antiga.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[欧佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一个。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[歐佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一個。]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Human" />
   <SUB_TYPE metaname="Cleric" />
   <EXPANSION value="RNA" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="2" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature. You add {B}{B} and draw a card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, sacrifiez deux autres créatures : N’importe quel nombre de joueurs ciblés perdent chacun 2 points de vie et sacrifient une créature. Vous ajoutez {B}{B} et piochez une carte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, sacrificar otras dos criaturas: Cualquier cantidad de jugadores objetivo pierden 2 vidas y sacrifican una criatura cada uno. Agregas {B}{B} y robas una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, opfere zwei andere Kreaturen: Eine beliebige Anzahl an Spielern deiner Wahl verliert jeweils 2 Lebenspunkte und opfert eine Kreatur. Du erzeugst {B}{B} und ziehst eine Karte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Sacrifica altre due creature: Scegli un qualsiasi numero di giocatori bersaglio. Ognuno di essi perde 2 punti vita e sacrifica una creatura. Aggiungi {B}{B} e pesca una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 他のクリーチャー2体を生け贄に捧げる:望む数のプレイヤーを対象とする。それらのプレイヤーはそれぞれ、2点のライフを失いクリーチャー1体を生け贄に捧げる。あなたは{B}{B}を加えカードを1枚引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, 다른 생물 두 개를 희생한다: 플레이어를 원하는 수만큼 목표로 정한다. 그 플레이어들은 각각 생명 2점을 잃고 생물 한 개를 희생한다. 당신은 {B}{B}를 추가하고 카드 한 장을 뽑는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, пожертвуйте два других существа: каждый из любого количества целевых игроков теряет 2 жизни и жертвует существо. Вы добавляете {B}{B} и берете карту.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, sacrifique duas outras criaturas: Qualquer número de jogadores alvo perde, cada um, 2 pontos de vida e sacrifica, cada um, uma criatura. Você adiciona {B}{B} e compra um card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},牺牲两个其他生物:任意数量的目标牌手各失去2点生命且牺牲一个生物。你加{B}{B}且抓一张牌。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},犧牲兩個其他生物:任意數量的目標玩家各失去2點生命且犧牲一個生物。你加{B}{B}且抽一張牌。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <COST type="Sacrifice" definition="1" compartment="1" query_tag="SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="2" />
      <COST_DEFINITION id="1">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
         filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      </COST_DEFINITION>
      <TARGET tag="SPL_CARD_QUERY_CHOOSE_PLAYER" definition="2" compartment="2" any_number_of="1" />
      <TARGET_DEFINITION id="2">
         local filter = ClearFilter()
         filter:SetFilterType(FILTER_TYPE_PLAYERS)
      </TARGET_DEFINITION>
         <RESOLUTION_TIME_ACTION>
         for i=0,MTG():GetNumberOfPlayers()-1 do
            local target = EffectDC():Get_Targets(2):Get_PlayerPtr(i)
            if target ~= nil then
               target:LoseLife(2)
            end
         end
      </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION repeating="1">
    local n = MTG():GetActionRepCount()               
    local num_players = MTG():GetNumberOfPlayers()
    if (n &lt; num_players) then
       local target = MTG():GetNthPlayer(n)
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, target )
               filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
               local count = filter:Count()
               if count &gt; 0 then
                  target:SetItemCount( 1 )
                  for i = 0, 1-1 do
                  target:SetItemPrompt( i, "SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" )
                  target:ChooseItems( EffectDC():Make_Targets(n) )
            end
         end
      end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
       local num_players = MTG():GetNumberOfPlayers()
         for i=0,(num_players-1) do
          local player = MTG():GetNthPlayer(i)
             local ChoosenCard = EffectDC():Get_Targets(i):Get_CardPtr(0)
             if ChoosenCard ~= nil then
                MTG():GetNthPlayer(i):Sacrifice( ChoosenCard )
             end
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if EffectController() ~= nil then
            EffectController():DrawCards(1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{B}", 2 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
      <AI_AVAILABILITY window_step="begin_combat" 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="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="their_turn" type="window" />
      <AUTO_SKIP no_effect_source="1" />
   </ACTIVATED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
   <EDITORS><![CDATA[Splinterverse, Splinterverse, fallenangle]]></EDITORS>
   <DATE><![CDATA[21-06-19, 31-07-19, 26-07-20]]></DATE>
   --31-07-19: Attempt to fix opponent not sacrificing
</CARD_V2>
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Re: Community Wad

Postby newtomagic » 27 Jul 2020, 05:22

OMG -- I just coded Ayara, First of Locthwain (if it's not obvious from some of the cards I've been querying, I've been working on a sac deck)! I wasn't following the thread :(

EDIT: I've also coded Syr Konrad, the Grim, Serrated Scorpion, and Castle Locthwain
Nice...when can you upload to CW?

also Do we need a MOD to play Commander style of gameplay againts AI?

and where can we change the card template..i saw something here before but i cant find it
anymore..one of its function when i read it was it makes the image take the whole card..
newtomagic
 
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Re: Community Wad

Postby nivmizzet1 » 27 Jul 2020, 09:12

fallenangle wrote:@nivmizzet1: Syr Konrad, the Grim is an easy fix. This should be all three triggers you need:

Code: Select all
 <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent.]]></LOCALISED_TEXT>
     <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
       </TRIGGER>
        <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
      </TRIGGER>
      <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_ANY" from_zone="ZONE_GRAVEYARD" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetOwner():GetTeam() == EffectController():GetTeam()
      </TRIGGER>
Will that a double up on triggers when creatures die? I see the first trigger should trigger when a creature other than the source dies, and the second trigger looks like it will trigger when a creature other than the source goes to the graveyard from anywhere, including when it dies. I tested it and I think it is doubling. Is there a condition we can add to the second trigger like
Code: Select all
and TriggerObject():GetZone() ~= ZONE_BATTLEFIELD
EDIT: I tested that code and it's still doubling the trigger when a creature dies. But maybe that's because of the ZONECHANGE_END, maybe changing it to ZONECHANGE_BEGIN would fix it. Is there any reason why it's ZONECHANGE_END?



fallenangle wrote:And here's your working Priest of Forgotten Gods:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="PRIEST_OF_FORGOTTEN_GODS_FA_MM_CW" />
   <CARDNAME text="PRIEST_OF_FORGOTTEN_GODS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Priest of Forgotten Gods]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prêtresse des dieux oubliés]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacerdotisa de dioses olvidados]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Priesterin der vergessenen Götter]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacerdotessa degli Dei Dimenticati]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘れられた神々の僧侶]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[잊혀진 신들의 사제]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Жрица Забытых Богов]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacerdotisa dos Deuses Esquecidos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[弃神僧侣]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[棄神僧侶]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="457227" />
   <ARTID value="PRIEST_OF_FORGOTTEN_GODS" />
   <ARTIST name="Zack Stella" />
   <CASTING_COST cost="{1}{B}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Orzhov are not the only religious tradition on Ravnica, nor the oldest.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Orzhov n’est pas la seule tradition religieuse sur Ravnica, ni la plus ancienne.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los orzhov no son la única tradición religiosa en Rávnica, ni la más antigua.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Orzhov sind weder die einzige noch die älteste religiöse Tradition in Ravnica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il credo degli Orzhov non è l’unica tradizione religiosa di Ravnica, né la più antica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ラヴニカにおいて、オルゾフのみが信仰深い一派というわけでも、最古というわけでもない。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[오르조브는 라브니카의 유일한 종교도, 가장 오래된 종교도 아니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Орзовы — не единственная религиозная традиция в Равнике и не старейшая.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os Orzhov não são a única tradição religiosa em Ravnica, nem a mais antiga.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[欧佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一个。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[歐佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一個。]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Human" />
   <SUB_TYPE metaname="Cleric" />
   <EXPANSION value="RNA" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="2" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature. You add {B}{B} and draw a card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, sacrifiez deux autres créatures : N’importe quel nombre de joueurs ciblés perdent chacun 2 points de vie et sacrifient une créature. Vous ajoutez {B}{B} et piochez une carte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, sacrificar otras dos criaturas: Cualquier cantidad de jugadores objetivo pierden 2 vidas y sacrifican una criatura cada uno. Agregas {B}{B} y robas una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, opfere zwei andere Kreaturen: Eine beliebige Anzahl an Spielern deiner Wahl verliert jeweils 2 Lebenspunkte und opfert eine Kreatur. Du erzeugst {B}{B} und ziehst eine Karte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Sacrifica altre due creature: Scegli un qualsiasi numero di giocatori bersaglio. Ognuno di essi perde 2 punti vita e sacrifica una creatura. Aggiungi {B}{B} e pesca una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 他のクリーチャー2体を生け贄に捧げる:望む数のプレイヤーを対象とする。それらのプレイヤーはそれぞれ、2点のライフを失いクリーチャー1体を生け贄に捧げる。あなたは{B}{B}を加えカードを1枚引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, 다른 생물 두 개를 희생한다: 플레이어를 원하는 수만큼 목표로 정한다. 그 플레이어들은 각각 생명 2점을 잃고 생물 한 개를 희생한다. 당신은 {B}{B}를 추가하고 카드 한 장을 뽑는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, пожертвуйте два других существа: каждый из любого количества целевых игроков теряет 2 жизни и жертвует существо. Вы добавляете {B}{B} и берете карту.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, sacrifique duas outras criaturas: Qualquer número de jogadores alvo perde, cada um, 2 pontos de vida e sacrifica, cada um, uma criatura. Você adiciona {B}{B} e compra um card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},牺牲两个其他生物:任意数量的目标牌手各失去2点生命且牺牲一个生物。你加{B}{B}且抓一张牌。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},犧牲兩個其他生物:任意數量的目標玩家各失去2點生命且犧牲一個生物。你加{B}{B}且抽一張牌。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <COST type="Sacrifice" definition="1" compartment="1" query_tag="SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="2" />
      <COST_DEFINITION id="1">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
         filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      </COST_DEFINITION>
      <TARGET tag="SPL_CARD_QUERY_CHOOSE_PLAYER" definition="2" compartment="2" any_number_of="1" />
      <TARGET_DEFINITION id="2">
         local filter = ClearFilter()
         filter:SetFilterType(FILTER_TYPE_PLAYERS)
      </TARGET_DEFINITION>
         <RESOLUTION_TIME_ACTION>
         for i=0,MTG():GetNumberOfPlayers()-1 do
            local target = EffectDC():Get_Targets(2):Get_PlayerPtr(i)
            if target ~= nil then
               target:LoseLife(2)
            end
         end
      </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION repeating="1">
    local n = MTG():GetActionRepCount()               
    local num_players = MTG():GetNumberOfPlayers()
    if (n &lt; num_players) then
       local target = MTG():GetNthPlayer(n)
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, target )
               filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
               local count = filter:Count()
               if count &gt; 0 then
                  target:SetItemCount( 1 )
                  for i = 0, 1-1 do
                  target:SetItemPrompt( i, "SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" )
                  target:ChooseItems( EffectDC():Make_Targets(n) )
            end
         end
      end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
       local num_players = MTG():GetNumberOfPlayers()
         for i=0,(num_players-1) do
          local player = MTG():GetNthPlayer(i)
             local ChoosenCard = EffectDC():Get_Targets(i):Get_CardPtr(0)
             if ChoosenCard ~= nil then
                MTG():GetNthPlayer(i):Sacrifice( ChoosenCard )
             end
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if EffectController() ~= nil then
            EffectController():DrawCards(1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{B}", 2 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
      <AI_AVAILABILITY window_step="begin_combat" 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="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="their_turn" type="window" />
      <AUTO_SKIP no_effect_source="1" />
   </ACTIVATED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
   <EDITORS><![CDATA[Splinterverse, Splinterverse, fallenangle]]></EDITORS>
   <DATE><![CDATA[21-06-19, 31-07-19, 26-07-20]]></DATE>
   --31-07-19: Attempt to fix opponent not sacrificing
</CARD_V2>
Awesome. Thank you! I tested it briefly and I think it's working. But I noticed you added your username initials into the card name (after I copied the code into the card shell I had and crashed the game because the names didn't match). Is there any reason you did this? Is that something we're doing for cards in the CW now? Do you want the card to keep your initials when I upload it to the CW, or can we just leave it as PRIEST_OF_FORGOTTEN_GODS_MM_CW?

EDIT: I've noticed after some play time that sometimes PoFG is making me sacrifice a creature too, and I'm definitely not choosing myself as a target player.
Last edited by nivmizzet1 on 27 Jul 2020, 11:33, edited 3 times in total.
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Re: Community Wad

Postby nivmizzet1 » 27 Jul 2020, 10:00

newtomagic wrote:
OMG -- I just coded Ayara, First of Locthwain (if it's not obvious from some of the cards I've been querying, I've been working on a sac deck)! I wasn't following the thread :(

EDIT: I've also coded Syr Konrad, the Grim, Serrated Scorpion, and Castle Locthwain
Nice...when can you upload to CW?
They should be there now.

newtomagic wrote:also Do we need a MOD to play Commander style of gameplay againts AI?

and where can we change the card template..i saw something here before but i cant find it
anymore..one of its function when i read it was it makes the image take the whole card..
Sorry, can't help with these. I haven't played commander, and I know what you're talking about with the images, but I don't know enough about how it works.
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Re: Community Wad

Postby nivmizzet1 » 27 Jul 2020, 10:36

The game is not liking the food counters...crashed my game a number of times now.

EDIT: At least I think it's the food tokens. But Priest of Forgotten Gods has been on the battlefield at these times too, I think, and in the SCRIPT_LOG I'm getting
Code: Select all
[lua] [string "PRIEST_OF_FORGOTTEN_GODS_MM_CW_TITLE (RESOLUTION_TIME_ACTION)~0x000008dd"]:5: attempt to index a nil value
but I don't think it's related.
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Re: Community Wad

Postby fallenangle » 27 Jul 2020, 14:59

@nivmizzet1:

For Syr Konrad, the Grim, we should be able to fix the doubling by doing this:

Code: Select all
<TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent.]]></LOCALISED_TEXT>
     <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject() ~= EffectSource()
       </TRIGGER>
        <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetErstwhileZone() ~= ZONE_BATTLEFIELD
      </TRIGGER>
      <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_ANY" from_zone="ZONE_GRAVEYARD" >
         return TriggerObject() ~= nil and TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) and TriggerObject():GetOwner():GetTeam() == EffectController():GetTeam()
      </TRIGGER>
This should fix Priest of Forgotten Gods, although I haven't tested it:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="PRIEST_OF_FORGOTTEN_GODS_MM_CW" />
   <CARDNAME text="PRIEST_OF_FORGOTTEN_GODS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Priest of Forgotten Gods]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prêtresse des dieux oubliés]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacerdotisa de dioses olvidados]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Priesterin der vergessenen Götter]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacerdotessa degli Dei Dimenticati]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘れられた神々の僧侶]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[잊혀진 신들의 사제]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Жрица Забытых Богов]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacerdotisa dos Deuses Esquecidos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[弃神僧侣]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[棄神僧侶]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="457227" />
   <ARTID value="PRIEST_OF_FORGOTTEN_GODS" />
   <ARTIST name="Zack Stella" />
   <CASTING_COST cost="{1}{B}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The Orzhov are not the only religious tradition on Ravnica, nor the oldest.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Orzhov n’est pas la seule tradition religieuse sur Ravnica, ni la plus ancienne.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los orzhov no son la única tradición religiosa en Rávnica, ni la más antigua.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Orzhov sind weder die einzige noch die älteste religiöse Tradition in Ravnica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il credo degli Orzhov non è l’unica tradizione religiosa di Ravnica, né la più antica.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ラヴニカにおいて、オルゾフのみが信仰深い一派というわけでも、最古というわけでもない。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[오르조브는 라브니카의 유일한 종교도, 가장 오래된 종교도 아니다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Орзовы — не единственная религиозная традиция в Равнике и не старейшая.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os Orzhov não são a única tradição religiosa em Ravnica, nem a mais antiga.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[欧佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一个。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[歐佐夫既不是拉尼卡唯一的宗教教派,也不算最古老的一個。]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Human" />
   <SUB_TYPE metaname="Cleric" />
   <EXPANSION value="RNA" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="2" />
   
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protect ObjectDC
      <TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         RSN_ProtectObjectDC()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature. You add {B}{B} and draw a card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, sacrifiez deux autres créatures : N’importe quel nombre de joueurs ciblés perdent chacun 2 points de vie et sacrifient une créature. Vous ajoutez {B}{B} et piochez une carte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, sacrificar otras dos criaturas: Cualquier cantidad de jugadores objetivo pierden 2 vidas y sacrifican una criatura cada uno. Agregas {B}{B} y robas una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, opfere zwei andere Kreaturen: Eine beliebige Anzahl an Spielern deiner Wahl verliert jeweils 2 Lebenspunkte und opfert eine Kreatur. Du erzeugst {B}{B} und ziehst eine Karte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Sacrifica altre due creature: Scegli un qualsiasi numero di giocatori bersaglio. Ognuno di essi perde 2 punti vita e sacrifica una creatura. Aggiungi {B}{B} e pesca una carta.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, 他のクリーチャー2体を生け贄に捧げる:望む数のプレイヤーを対象とする。それらのプレイヤーはそれぞれ、2点のライフを失いクリーチャー1体を生け贄に捧げる。あなたは{B}{B}を加えカードを1枚引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, 다른 생물 두 개를 희생한다: 플레이어를 원하는 수만큼 목표로 정한다. 그 플레이어들은 각각 생명 2점을 잃고 생물 한 개를 희생한다. 당신은 {B}{B}를 추가하고 카드 한 장을 뽑는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, пожертвуйте два других существа: каждый из любого количества целевых игроков теряет 2 жизни и жертвует существо. Вы добавляете {B}{B} и берете карту.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, sacrifique duas outras criaturas: Qualquer número de jogadores alvo perde, cada um, 2 pontos de vida e sacrifica, cada um, uma criatura. Você adiciona {B}{B} e compra um card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T},牺牲两个其他生物:任意数量的目标牌手各失去2点生命且牺牲一个生物。你加{B}{B}且抓一张牌。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T},犧牲兩個其他生物:任意數量的目標玩家各失去2點生命且犧牲一個生物。你加{B}{B}且抽一張牌。]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <COST type="Sacrifice" definition="1" compartment="1" query_tag="SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="2" />
      <COST_DEFINITION id="1">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
         filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      </COST_DEFINITION>
      <TARGET tag="SPL_CARD_QUERY_CHOOSE_PLAYER" definition="2" compartment="2" any_number_of="1" />
      <TARGET_DEFINITION id="2">
         local filter = ClearFilter()
         filter:SetFilterType(FILTER_TYPE_PLAYERS)
      </TARGET_DEFINITION>
         <RESOLUTION_TIME_ACTION>
         for i=0,MTG():GetNumberOfPlayers()-1 do
            local target = EffectDC():Get_Targets(2):Get_PlayerPtr(i)
            if target ~= nil then
            CW_DC_ObjectDC():Set_PlayerPtr(1, target)
               target:LoseLife(2)
            end
         end
      </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION repeating="1">
    local n = MTG():GetActionRepCount()               
    local num_players = MTG():GetNumberOfPlayers()
    if (n &lt; num_players) then
       local player = MTG():GetNthPlayer(n)
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, player )
               filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
               local count = filter:Count()
               if count &gt; 0 and player == CW_DC_ObjectDC():Get_PlayerPtr(1) then
                  player:SetItemCount( 1 )
                  for i = 0, 1-1 do
                  player:SetItemPrompt( i, "SPL_CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" )
                  player:ChooseItems( EffectDC():Make_Targets(n) )
            end
         end
      end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
       local num_players = MTG():GetNumberOfPlayers()
         for i=0,(num_players-1) do
          local player = MTG():GetNthPlayer(i)
             local ChoosenCard = EffectDC():Get_Targets(i):Get_CardPtr(0)
             if ChoosenCard ~= nil and player == CW_DC_ObjectDC():Get_PlayerPtr(1) then
                MTG():GetNthPlayer(i):Sacrifice( ChoosenCard )
             end
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if EffectController() ~= nil then
            EffectController():DrawCards(1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{B}", 2 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
      <AI_AVAILABILITY window_step="begin_combat" 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="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="their_turn" type="window" />
      <AUTO_SKIP no_effect_source="1" />
   </ACTIVATED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
   <EDITORS><![CDATA[Splinterverse, Splinterverse, fallenangle]]></EDITORS>
   <DATE><![CDATA[21-06-19, 31-07-19, 26-07-20]]></DATE>
   --31-07-19: Attempt to fix opponent not sacrificing, 27-07-20, fixed sacrificing
</CARD_V2>
Syr Konrad's first trigger needs to be ZONECHANGE_BEGIN so that it can catch tokens, which enter the graveyard but do not stay there. ZONECHANGE_END is for everything else. But the second trigger should only fire when things enter the graveyard from somewhere other than the battlefield, which is why we need to use GetErstwhileZone to check.

I added my initials to the Priest so that I could test him without deleting the original, which contained code I needed to look at. I just forgot to delete them when I posted it here.

Finally, I added an availability check for Uro that might work for you. Check this out and let me know:

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="URO_TITAN_OF_NATURES_WRATH_CW" />
   <CARDNAME text="URO_TITAN_OF_NATURES_WRATH" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Uro, Titan of Nature's Wrath]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="476480" />
   <ARTID value="URO_TITAN_OF_NATURES_WRATH" />
   <ARTIST name="Vincent Proce" />
   <CASTING_COST cost="{1}{U}{G}" />
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Elder" />
   <SUB_TYPE metaname="Giant" />
   <EXPANSION value="TBD" />
   <RARITY metaname="M" />
   <POWER value="6" />
   <TOUGHNESS value="6" />
   
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protect ObjectDC
      <TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         RSN_ProtectObjectDC()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Uro enters the battlefield, sacrifice it unless it escaped.]]></LOCALISED_TEXT>

      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
     if CW_DC_ObjectDC():Get_Int(0) ~= 2 then
     return true
     else
     return false
     end
     </TRIGGER>
    
      <RESOLUTION_TIME_ACTION>
      EffectController():Sacrifice(EffectSource())
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   
 <TRIGGERED_ABILITY replacement_effect="1">
 <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD"/>
 <RESOLUTION_TIME_ACTION>
 CW_DC_ObjectDC():Set_Int(0, 0)
 </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY replacement_effect="1">
 <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY"/>
 <RESOLUTION_TIME_ACTION>
 CW_DC_ObjectDC():Set_Int(3, 1)
 </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY replacement_effect="1">
 <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_GRAVEYARD"/>
 <RESOLUTION_TIME_ACTION>
 CW_DC_ObjectDC():Set_Int(3, 0)
 </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>

   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que la Primordiale d’Arashin arrive sur le champ de bataille ou qu’elle attaque, une autre créature Guerrier ciblée que vous contrôlez acquiert la double initiative jusqu’à la fin du tour.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que Arashin, la líder entre al campo de batalla o ataque, otra criatura objetivo Guerrero que controlas gana la habilidad de dañar dos veces hasta el final del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn die Arashin-Vorderste ins Spiel kommt oder angreift, erhält eine andere Krieger-Kreatur deiner Wahl, die du kontrollierst, Doppelschlag bis zum Ende des Zuges.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la Preminente di Arashin entra nel campo di battaglia o attacca, un’altra creatura Guerriero bersaglio che controlli ha doppio attacco fino alla fine del turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アラシンの先頭に立つ者が戦場に出るか攻撃するたび、あなたがコントロールする他の戦士・クリーチャー1体を対象とする。ターン終了時まで、それは二段攻撃を得る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[아라신 일인자가 전장에 들어오거나 공격할 때마다, 당신이 조종하는 다른 전사 생물을 목표로 정한다. 그 생물은 턴종료까지 이단공격을 얻는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Первейшая из Арашина выходит на поле битвы или атакует, другое целевое существо-Воин под вашим контролем получает Двойной удар до конца хода.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Principal de Arashin entra no campo de batalha ou ataca, outra criatura alvo do tipo Guerreiro que você controla ganha golpe duplo até o final do turno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当阿拉辛首领进战场或攻击时,另一个目标由你操控的战士生物获得连击异能直到回合结束。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當阿拉辛首領進戰場或攻擊時,另一個目標由你操控的戰士生物獲得連擊異能直到回合結束。]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
      <TRIGGER value="ATTACKING" simple_qualifier="self" />

      <RESOLUTION_TIME_ACTION>
         local effectController = EffectController()
         if effectController ~= nil then
            effectController:DrawCards(1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         filter:SetZone(ZONE_HAND, EffectController())
         filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
         EffectController():ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local Target = EffectDC():Get_Targets(1):Get_CardPtr(0)
         if Target ~= nil then
            Target:PutOntoBattlefield( EffectController() )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         EffectController():GainLife(3)
      </RESOLUTION_TIME_ACTION>
     
   </TRIGGERED_ABILITY>

      <UTILITY_ABILITY qualifier="Alternate" active_zone="ZONE_GRAVEYARD">
     <AVAILABILITY>
     return CW_DC_ObjectDC():Get_Int(3) == 1
     </AVAILABILITY>
      <AVAILABILITY sorcery_time="1" />
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}{B}: Renvoyez le Vagabond effroyable sur le champ de bataille depuis votre cimetière. N’activez cette capacité que lorsque vous pourriez lancer un rituel et seulement si vous avez une carte ou moins en main.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}{B}: Regresa el Errante aterrador de tu cementerio al campo de batalla. Activa esta habilidad solo cuando puedas lanzar un conjuro y solo si tienes una carta o menos en tu mano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}{B}: Bringe den Furchteinflößenden Streuner aus deinem Friedhof ins Spiel zurück. Aktiviere diese Fähigkeit nur zu einem Zeitpunkt, zu dem du auch eine Hexerei wirken könntest, und nur, falls du eine oder weniger Karten auf deiner Hand hast.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}{B}: Rimetti sul campo di battaglia il Peregrino Terrificante dal tuo cimitero. Attiva questa abilità solo quando potresti lanciare una stregoneria e solo se hai una o meno carte in mano.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}{B}:あなたの墓地から戦慄の放浪者を戦場に戻す。この能力は、あなたの手札のカードが1枚以下であり、あなたがソーサリーを唱えられるときにのみ起動できる。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}{B}: 당신의 무덤에서 불길한 방랑자를 전장으로 되돌린다. 집중마법을 발동할 수 있는 시기이며 당신의 손에 있는 카드가 한 장 이하일 때만 이 능력을 활성화할 수 있다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}{B}: верните Кошмарного Скитальца из вашего кладбища на поле битвы. Активируйте эту способность только при возможности разыгрывать волшебство, и только если у вас не больше одной карты в руке.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}{B}: Devolva Errante Medonho de seu cemitério para o campo de batalha. Ative esta habilidade somente em um momento em que poderia conjurar um feitiço e somente se tiver um card ou menos na mão.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{2}{B}:将恐怖游尸从你的坟墓场移回战场。只可以于你能施放法术的时机下起动此异能,且于你的手牌为一张或更少时才能起动。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{2}{B}:將恐怖遊屍從你的墳墓場移回戰場。只可以於你能施放巫術的時機下起動此異能,且於你的手牌為一張或更少時才能起動。]]></LOCALISED_TEXT>
      <COST mana_cost="{U}{U}{G}{G}" type="Mana" />
      <COST type="Exile" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_EXILE_FROM_A_GRAVEYARD" item_count="5" />
      <COST_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
         filter:SetZone( ZONE_GRAVEYARD, EffectController() )
      </COST_DEFINITION>
     <COST type="Generic">
         <PREREQUISITE>
                 return true
            </PREREQUISITE>
      <RESOLUTION_TIME_ACTION>
      CW_DC_ObjectDC():Set_Int(0, 2)
      </RESOLUTION_TIME_ACTION>
      </COST>
   </UTILITY_ABILITY>
   

   <HELP title="MORE_INFO_BADGE_TITLE_2" body="MORE_INFO_BADGE_BODY_2" zone="ZONE_ANY" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <LEGALITY>
      <FORMAT value="Commander" status="Legal" />
      <FORMAT value="Duel" status="Legal" />
      <FORMAT value="Frontier" status="Legal" />
      <FORMAT value="Legacy" status="Legal" />
      <FORMAT value="Modern" status="Legal" />
      <FORMAT value="Penny" status="Legal" />
      <FORMAT value="Vintage" status="Legal" />
      <FORMAT value="Dragons Of Tarkir" status="Legal" />
      <FORMAT value="Khans Of Tarkir (block)" status="Legal" />
   </LEGALITY>
   <AUTHOR><![CDATA[NivMizzet1]]></AUTHOR>
   <EDITORS><![CDATA[NivMizzet1, fallenangle]]></EDITORS>
   <DATE><![CDATA[18-07-20, 27-07-20]]></DATE>

</CARD_V2>
@newtomagic: There are special lands (one of each of the 6 basic types) that, if one of them is added to a deck, will trigger Commander. You can search for them in the DeckBuilder. For the card frames, I don't know much about them, but they were explained in a post regarding planeswalkers by the pre-CW modder NeoAnderson. You can find it here: https://www.slightlymagic.net/forum/viewtopic.php?f=109&t=16128&hilit=frames
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Re: Community Wad

Postby newtomagic » 28 Jul 2020, 03:54

@newtomagic: There are special lands (one of each of the 6 basic types) that, if one of them is added to a deck, will trigger Commander. You can search for them in the DeckBuilder. For the card frames, I don't know much about them, but they were explained in a post regarding planeswalkers by the pre-CW modder NeoAnderson. You can find it here: https://www.slightlymagic.net/forum/viewtopic.php?f=109&t=16128&hilit=frames
So if i put those Special Lands in my deck the game will be automatically in Commander style of gameplay?

yes this is the one i have read before..viewtopic.php?f=109&t=16128&hilit=frames.... but the forum doesnt say where should we put the MOD..where do you think inside the Custom Folder should we put this DATA_DLC_PLW_NEO_UPGRADE? i tried putting it in Arts and Textures but no effect
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Re: Community Wad

Postby RiiakShiNal » 28 Jul 2020, 11:00

newtomagic wrote:So if i put those Special Lands in my deck the game will be automatically in Commander style of gameplay?
You only need to put one copy of one of those lands in your deck, but yes that is how it should work.

newtomagic wrote:yes this is the one i have read before..viewtopic.php?f=109&t=16128&hilit=frames.... but the forum doesnt say where should we put the MOD..where do you think inside the Custom Folder should we put this DATA_DLC_PLW_NEO_UPGRADE? i tried putting it in Arts and Textures but no effect
After you unrar it, it is just a WAD so it just goes in the DotP 2014 directory with all other WADs, it does not go into a custom folder (unless you extracted the WAD).
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Re: Community Wad

Postby fallenangle » 28 Jul 2020, 14:09

@newtomagic: Be aware that that mod has files that will conflict with some of the CW's files if you use it as is. You will probably want to remove the Function files from it, at the very least, by unpacking it with Gibbed Tools, then repacking it when you are done.
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