Oh, sure. I was planning to do so, but if you're up for it, then definitely.
This is what they already have:
- Code: Select all
<ACTIVATED_ABILITY active_zone="ZONE_GRAVEYARD"> -- Eternalize
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<COST mana_cost="{3}{W}{W}" type="Mana" />
<COST type="ExileSelf" />
<AVAILABILITY sorcery_time="1" />
<RESOLUTION_TIME_ACTION>
CW_Tokens("ETERNALIZE_ADORNED_POUNCER")
CW_General_FireTrigger(CW_TRIGGER_ETERNALIZE, EffectSource())
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="6">
local oSource = EffectSource()
if oSource ~= nil then
RSN_Characteristics_Set(EffectSource(), CW_CHARACTERISTIC_ETERNALIZE, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
And this is what they need. Only a few lines are changed.
- Code: Select all
<ACTIVATED_ABILITY active_zone="ZONE_GRAVEYARD"> -- Eternalize
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Eternalize {3}{W}{W}]]></LOCALISED_TEXT>
<COST mana_cost="{3}{W}{W}" type="Mana" />
<COST type="ExileSelf" />
<AVAILABILITY sorcery_time="1" />
<PLAY_TIME_ACTION>
CW_General_FireTrigger(CW_TRIGGER_ETERNALIZE, EffectSource()) --This was originally in the RTA below.
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
CW_Tokens("ETERNALIZE_ADORNED_POUNCER")
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<STATIC_ABILITY active_zone="ZONE_ANY"> --active zone was added.
<CONTINUOUS_ACTION layer="6">
local oSource = EffectSource()
if oSource ~= nil then
RSN_Characteristics_Set(EffectSource(), CW_CHARACTERISTIC_ETERNALIZE, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
These two changes are exactly the same changes needed by embalm cards, too, with the trigger value being the only difference. Note that the FireTrigger line may or may not have EffectSource() as a parameter. It doesn't matter because EffectSource() is the default if it's left blank.
Oh, and you may be interested to know that fallenangle has prompted me to work on the protection functions I made awhile back. They appear to be working with two complete examples:
Mirrorwing Dragon and
Black Ward. He's planning to distribute the needed code.