Re: Fate Reforged (158/185) LAST UPDATED 2-7-15
Exactly what Xander9009 said. Also, create an ILLUSTRATIONS folder and move the .TDX files into it so the art will show in the Deck Builder.
High Quality Resources for Collectible Card Games and Home of the CCGHQ Team
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=109&t=16647
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="TEJAHN_FRF_SOULFLAYER_100391928" />
<CARDNAME text="SOULFLAYER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Soulflayer]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Écorcheur d’âme]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Desollador de almas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Seelenschinder]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scorticatore di Anime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[魂剥ぎ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영혼약탈자]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Свежеватель Душ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Flagelador de Alma]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[掠魂魔]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[掠魂魔]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="100391928" />
<ARTID value="100391928" />
<ARTIST name="Seb McKinnon" />
<CASTING_COST cost="{4}{B}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Demon" />
<EXPANSION value="FRF" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="4" />
<STATIC_ABILITY active_zone="ZONE_ANY">
<CONTINUOUS_ACTION layer="6">
if Object() ~= nil then
local characteristics = Object():GetCurrentCharacteristics()
if Object():GetZone() == ZONE_HAND then
characteristics:GrantAbility(1)
elseif Object():GetZone() == ZONE_GRAVEYARD then
characteristics:GrantAbility(2)
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY active_zone="ZONE_EXILE">
<CONTINUOUS_ACTION layer="6">
if Object() ~= nil then
local characteristics = Object():GetCurrentCharacteristics()
characteristics:GrantAbility(3)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY forced_skip="1" active_zone="ZONE_LIBRARY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Delve |(Each card you exile from your
graveyard while casting this spell pays
for| {1}|.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fouille |(Chaque carte que vous exilez depuis votre cimetière en lançant ce sort paie| {1} |.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Excavar |(Cada carta que exilies de tu cementerio al lanzar este hechizo cuenta como un pago de| {1} |.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wühlen |(Mit jeder Karte, die du aus deinem Friedhof ins Exil schickst, während du diesen Zauberspruch wirkst, bezahlst du| {1} |seiner Kosten.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esumare |(Ogni carta che esili dal tuo cimitero mentre lanci questa magia corrisponde al pagamento di| {1} |.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[探査 (この呪文を唱える段階であなたがあなたの墓地から追放した各カードは、{1}を支払う。)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[파헤치기 (이 주문을 발동하는 동안 당신이 당신의 무덤에서 추방하는 카드는 {1}을 지불한다.)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выкапывание |(Каждая карта, которую вы изгоняете из вашего кладбища при разыгрывании этого заклинания, считается оплатой| {1} |.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esquadrinhar |(Cada card que você exila de seu cemitério quando conjura esta mágica paga por| {1} |.)|]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[掘穴(你于施放此咒语时每从你坟墓场中放逐一张牌,就能为此咒语支付{1})。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[掘穴(你於施放此咒語時每從你墳墓場中放逐一張牌,就能為此咒語支付{1})。]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_ANY_KIND_OF_CARD_TO_EXILE" definition="0" compartment="0" up_to="1">
local CostChange = UpdateColourlessCostValue(Object())
local ObZone = Object():GetZone()
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_IS, Object() )
filter:SetZone(ObZone)
local ColourlessTotal = filter:ChromaCount( COLOUR_COLOURLESS )
local UpdateCost = ColourlessTotal + CostChange
if UpdateCost > 0 then
EffectDC():Set_Int(101,UpdateCost)
else
EffectDC():Set_Int(101,0)
end
MTG():SetTargetCount( EffectDC():Get_Int(101) )
</TARGET>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local count = EffectDC():Get_Int(101)
local oDC = RSN_GetObjectDC( Object(), true )
oDC:Int_Set( 0, 0 )
for i = 0, count-1 do
local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
oDC:Int_Inc( 0 )
oDC:Set_CardPtr( i+1, target_card )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<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="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="1" forced_skip="1" active_zone="ZONE_HAND">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Select cards to delve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sélectionnez les cartes à fouiller]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Seleccionar tarjetas de excavar]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wählen Sie Karten, um zu vertiefen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Selezionare le carte da esumare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[探求するカードを選択します]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탐구 카드를 선택]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выберите карты, чтобы копаться]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escolha cartões de esquadrinhar]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_ANY_KIND_OF_CARD_TO_EXILE" definition="0" compartment="0" up_to="1">
local CostChange = UpdateColourlessCostValue(Object())
local ObZone = Object():GetZone()
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_IS, Object() )
filter:SetZone(ObZone)
local ColourlessTotal = filter:ChromaCount( COLOUR_COLOURLESS )
local UpdateCost = ColourlessTotal + CostChange
if UpdateCost > 0 then
EffectDC():Set_Int(101,UpdateCost)
else
EffectDC():Set_Int(101,0)
end
MTG():SetTargetCount( EffectDC():Get_Int(101) )
</TARGET>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local count = EffectDC():Get_Int(101)
local oDC = RSN_GetObjectDC( Object(), true )
oDC:Int_Set( 0, 0 )
for i = 0, count-1 do
local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
oDC:Int_Inc( 0 )
oDC:Set_CardPtr( i+1, target_card )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<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="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="2" forced_skip="1" active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Select cards to delve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sélectionnez les cartes à fouiller]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Seleccionar tarjetas de excavar]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wählen Sie Karten, um zu vertiefen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Selezionare le carte da esumare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[探求するカードを選択します]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탐구 카드를 선택]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выберите карты, чтобы копаться]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escolha cartões de esquadrinhar]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_ANY_KIND_OF_CARD_TO_EXILE" definition="0" compartment="0" up_to="1">
local CostChange = UpdateColourlessCostValue(Object())
local ObZone = Object():GetZone()
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_IS, Object() )
filter:SetZone(ObZone)
local ColourlessTotal = filter:ChromaCount( COLOUR_COLOURLESS )
local UpdateCost = ColourlessTotal + CostChange
if UpdateCost > 0 then
EffectDC():Set_Int(101,UpdateCost)
else
EffectDC():Set_Int(101,0)
end
MTG():SetTargetCount( EffectDC():Get_Int(101) )
</TARGET>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_NOT, Object() )
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local count = EffectDC():Get_Int(101)
local oDC = RSN_GetObjectDC( Object(), true )
oDC:Int_Set( 0, 0 )
for i = 0, count-1 do
local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
oDC:Int_Inc( 0 )
oDC:Set_CardPtr( i+1, target_card )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<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="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY resource_id="3" forced_skip="1" active_zone="ZONE_EXILE">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Select cards to delve]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sélectionnez les cartes à fouiller]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Seleccionar tarjetas de excavar]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wählen Sie Karten, um zu vertiefen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Selezionare le carte da esumare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[探求するカードを選択します]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탐구 카드를 선택]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Выберите карты, чтобы копаться]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Escolha cartões de esquadrinhar]]></LOCALISED_TEXT>
<COST mana_cost="{0}" type="Mana" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_ANY_KIND_OF_CARD_TO_EXILE" definition="0" compartment="0" up_to="1">
local CostChange = UpdateColourlessCostValue(Object())
local ObZone = Object():GetZone()
local filter = ClearFilter()
filter:Add( FE_CARD_INSTANCE, OP_IS, Object() )
filter:SetZone(ObZone)
local ColourlessTotal = filter:ChromaCount( COLOUR_COLOURLESS )
local UpdateCost = ColourlessTotal + CostChange
if UpdateCost > 0 then
EffectDC():Set_Int(101,UpdateCost)
else
EffectDC():Set_Int(101,0)
end
MTG():SetTargetCount( EffectDC():Get_Int(101) )
</TARGET>
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local count = EffectDC():Get_Int(101)
local oDC = RSN_GetObjectDC( Object(), true )
oDC:Int_Set( 0, 0 )
for i = 0, count-1 do
local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
oDC:Int_Inc( 0 )
oDC:Set_CardPtr( i+1, target_card )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<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="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" />
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="CONSIDERED_FOR_CAST" simple_qualifier="self" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
local oDC = RSN_GetObjectDC( Object(), false )
if TriggerObject() ~= nil and oDC ~= nil then
local CostChange = oDC:Int_Get(0)
oDC:Int_Set( 1000, 1 )
TriggerObject():DecreaseCost( CostChange )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="SPELL_PLAYED" simple_qualifier="self" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
local oDC = RSN_GetObjectDC( Object(), false )
if oDC ~= nil then
local count = oDC:Int_Get(0)
oDC:Set_Int(CHARACTERISTIC_FLYING + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_FIRST_STRIKE + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_DOUBLE_STRIKE + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_DEATHTOUCH + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_HASTE + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_HEXPROOF + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_INDESTRUCTIBLE + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_LIFELINK + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_REACH + 9009, 0)
oDC:Set_Int(CHARACTERISTIC_TRAMPLE + 9009, 0)
for i = 1, count do
local target_card = oDC:Get_CardPtr(i)
if target_card ~= nil then
local characteristics = target_card:GetCurrentCharacteristics()
if characteristics:Bool_Get(CHARACTERISTIC_FLYING) then
oDC:Set_Int(CHARACTERISTIC_FLYING + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_FIRST_STRIKE) then
oDC:Set_Int(CHARACTERISTIC_FIRST_STRIKE + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_DOUBLE_STRIKE) then
oDC:Set_Int(CHARACTERISTIC_DOUBLE_STRIKE + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_DEATHTOUCH) then
oDC:Set_Int(CHARACTERISTIC_DEATHTOUCH + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_HASTE) then
oDC:Set_Int(CHARACTERISTIC_HASTE + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_HEXPROOF) then
oDC:Set_Int(CHARACTERISTIC_HEXPROOF + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_INDESTRUCTIBLE) then
oDC:Set_Int(CHARACTERISTIC_INDESTRUCTIBLE + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_LIFELINK) then
oDC:Set_Int(CHARACTERISTIC_LIFELINK + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_REACH) then
oDC:Set_Int(CHARACTERISTIC_REACH + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_TRAMPLE) then
oDC:Set_Int(CHARACTERISTIC_TRAMPLE + 9009, 1)
end
if characteristics:Bool_Get(CHARACTERISTIC_VIGILANCE) then
oDC:Set_Int(CHARACTERISTIC_VIGILANCE + 9009, 1)
end
target_card:Exile()
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="SPELL_PLAYED" simple_qualifier="another" pre_trigger="1" >
local oDC = RSN_GetObjectDC( Object(), false )
if oDC ~= nil then
oDC:Int_Set(0,0)
end
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ABILITY_PLAYED" simple_qualifier="another" pre_trigger="1" >
local oDC = RSN_GetObjectDC( Object(), false )
if oDC ~= nil then
oDC:Int_Set(0,0)
end
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="BEGINNING_OF_STEP">
if ((MTG():GetStep() == STEP_UPKEEP) and (MTG():GetTurnNumber() == 0)) then
local chest = EffectController():PlayerDataChest():Get_Chest(NEO_CHEST_AAM)
if chest ~= nil then
return false
else
local chest = EffectController():PlayerDataChest():Make_Chest(NEO_CHEST_AAM)
return true
end
end
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Characteristics_CreateManagers("_MANAGER_ABILITIES_ACTIVE")
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If a creature card with flying was exiled with Soulflayer’s delve ability, Soulflayer has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si une carte de créature avec le vol a été exilée par la capacité de fouille de l’Écorcheur d’âme, l’Écorcheur d’âme a le vol. C’est vrai aussi pour l’initiative, la double initiative, le contact mortel, la célérité, la défense talismanique, l’indestructible, le lien de vie, la portée, le piétinement et la vigilance.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si una carta de criatura con la habilidad de volar fue exiliada con la habilidad de excavar del Desollador de almas, el Desollador de almas tiene la habilidad de volar. Lo mismo vale para las habilidades de dañar primero, dañar dos veces, toque mortal, prisa, antimaleficio, indestructible, vínculo vital, alcance, arrollar y vigilancia.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls eine Kreaturenkarte mit Flugfähigkeit durch die Wühlen-Fähigkeit des Seelenschinders ins Exil geschickt wurde, hat der Seelenschinder Flugfähigkeit. Das Gleiche gilt auch für Erstschlag, Doppelschlag, Todesberührung, Eile, Fluchsicherheit, Unzerstörbarkeit, Lebensverknüpfung, Reichweite, Wachsamkeit sowie das Verursachen von Trampelschaden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se con l’abilità esumare dello Scorticatore di Anime è stata esiliata una carta creatura con volare, lo Scorticatore di Anime ha volare. Lo stesso vale per attacco improvviso, doppio attacco, tocco letale, rapidità, anti-malocchio, indistruttibile, legame vitale, raggiungere, travolgere e cautela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[魂剥ぎの探査能力によって飛行を持つクリーチャー・カードが追放されたなら、魂剥ぎは飛行を持つ。先制攻撃、二段攻撃、接死、速攻、呪禁、破壊不能、絆魂、到達、トランプル、警戒についても同様である。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영혼약탈자의 파헤치기 능력으로 비행을 가진 생물 카드가 추방되면, 영혼약탈자는 비행을 가진다. 선제공격, 이단공격, 치명타, 신속, 방호, 무적, 생명연결, 대공, 돌진 및 경계에 대해서도 이와 같이 취급한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если способностью Выкапывания Свежевателя Душ была изгнана карта существа с Полетом, Свежеватель Душ имеет Полет. То же самое относится к Первому удару, Двойному удару, Смертельному касанию, Ускорению, Порчеустойчивости, Неразрушимости, Цепи жизни, Захвату, Пробивному удару и Бдительности.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se um card de criatura com voar for exilado pela habilidade esquadrinhar do Flagelador de Alma, Flagelador de Alma tem voar. O mesmo vale para iniciativa, golpe duplo, toque mortífero, ímpeto, resistência a magia, indestrutível, vínculo com a vida, alcance, atropelar e vigilância.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[如果以掠魂魔的掘穴异能放逐了具飞行异能的生物牌,掠魂魔便具有飞行异能。且先攻、连击、死触、敏捷、辟邪、不灭、系命、延势、践踏与警戒异能亦比照办理。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[如果以掠魂魔的掘穴異能放逐了具飛行異能的生物牌,掠魂魔便具有飛行異能。且先攻、連擊、死觸、敏捷、辟邪、不滅、繫命、延勢、踐踏與警戒異能亦比照辦理。]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="6">
local oDC = RSN_GetObjectDC( Object(), false )
if EffectSource() ~= nil and oDC ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set(CHARACTERISTIC_FLYING, oDC:Get_Int(CHARACTERISTIC_FLYING + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_FIRST_STRIKE, oDC:Get_Int(CHARACTERISTIC_FIRST_STRIKE + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_DOUBLE_STRIKE, oDC:Get_Int(CHARACTERISTIC_DOUBLE_STRIKE + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_DEATHTOUCH, oDC:Get_Int(CHARACTERISTIC_DEATHTOUCH + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_HASTE, oDC:Get_Int(CHARACTERISTIC_HASTE + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_HEXPROOF, oDC:Get_Int(CHARACTERISTIC_HEXPROOF + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_INDESTRUCTIBLE, oDC:Get_Int(CHARACTERISTIC_INDESTRUCTIBLE + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_LIFELINK, oDC:Get_Int(CHARACTERISTIC_LIFELINK + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_REACH, oDC:Get_Int(CHARACTERISTIC_REACH + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_TRAMPLE, oDC:Get_Int(CHARACTERISTIC_TRAMPLE + 9009)==1)
characteristics:Bool_Set(CHARACTERISTIC_VIGILANCE, oDC:Get_Int(CHARACTERISTIC_VIGILANCE + 9009)==1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
<TOKEN_REGISTRATION reservation="1" type="_MANAGER_CHARACTERISTICS" />
<TOKEN_REGISTRATION reservation="1" type="_MANAGER_ABILITIES_ACTIVE" />
<SFX text="COMBAT_BLADE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLADE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>I got Delve cards to work. It was the ability of Soulflayer that didn't work properly for me. If it worked on your end then it's good to go. I have a lot of different functions I use and wrote so the conflict is probably there. I'll do some more process of elimination testing this evening and figure out exactly where the problem is.Xander9009 wrote:Just wanted to update you guys. I'm done testing all of the cards. I'm waiting or Tejahn to let me know if he ever got the Delve cards working on his end (they worked on my end without a problem, but had issues on his end). In the meantime, I've gotten most of the work on Manifest done. I haven't actually tested it, yet, but that should be done today, hopefully.
Xander9009 hit it dead on. I decided to further delay the release until he's satisfied enough with Manifest since he has roughly 99% of it working. That way, the full set (with all cards included) will be available. Wild Slash will just have to be coded as approximate as possible.MasterXploder7 wrote:to avoid vagueness, should the thread be updated and it be released for everyone within a timeline of like 2-5 days?
checking the thread every day im sure makes people feel burned out so to clarify for everyone who hasnt posted i just would like to suggest some means of time communication.