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Need some help Here XD

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Need some help Here XD

Postby Scion of Darkness » 26 Jun 2015, 09:17

I know its to early to do this but can't stop myself, can someone check this code?

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<?xml version="1.0"?>
<CARD_V2 ExportVersion="761">
  <FILENAME text="ANCIENT_ZIGGURAT_1404022" />
  <CARDNAME text="ANCIENT_ZIGGURAT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ancient Ziggurat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ziggourat ancienne]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ziggurat antiguo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Uralte Zikkurat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ziggurat Ancestrale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[古代の聖塔]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ancient Ziggurat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Древний Зиккурат]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Zigurate Antigo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[远古金塔庙]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Ancient Ziggurat]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="976207930" />
  <ARTID value="1404022" />
  <ARTIST name="John Avon" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Built in honor of Alara’s creatures, the ziggurat vanished long ago. When Progenitus awakened, the temple emerged again.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Construite en honneur des créatures d’Alara, la ziggourat avait disparu depuis fort longtemps. Le temple réapparut quand Progénitus s’éveilla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Construido en honor a las criaturas de Alara, el ziggurat desapareció hace mucho. Cuando Progenitus despertó, el templo surgió nuevamente.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Zikkurat, als Ehrenmal für Alaras Kreaturen erbaut, verschwand vor langer Zeit. Als Progenitus erwachte, tauchte auch der Tempel wieder auf.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Costruito in onore di tutti gli abitanti di Alara, lo ziggurat scomparve molto tempo fa. Ma quando il Progenitus si svegliò, il tempio fece nuovamente ritorno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アラーラの生命を讃えて建てられた聖塔は、遥か昔に消え去っていた。 大祖始が目覚めたとき、その寺院は再び姿を現した。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Built in honor of Alara’s creatures, the ziggurat vanished long ago. When Progenitus awakened, the temple emerged again.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Построенный в честь существ Алары, зиккурат сгинул в далеком прошлом. Но когда Прародитель очнулся от сна, храм возродился.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Construído em homenagem às criaturas de Alara, o zigurate desapareceu há muito tempo. Quando Progenitus despertou, o templo emergiu novamente.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[金塔庙原是建造来荣耀阿拉若的生物,早已消失多年。 在祖神兽苏醒后,它们再度出现。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Built in honor of Alara’s creatures, the ziggurat vanished long ago. When Progenitus awakened, the temple emerged again.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Land" />
  <EXPANSION value="H09" />
  <RARITY metaname="U" />
  <MANA_ABILITY linked_ability_group="1" forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez un mana de la couleur de votre choix à votre réserve. Ne dépensez ce mana que pour jouer des sorts de créature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega un maná de cualquier color a tu reserva de maná. Usa este maná sólo para jugar hechizos de criatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe. Verwende dieses Mana nur, um Kreaturenzaubersprüche zu spielen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi un mana di un qualsiasi colore alla tua riserva di mana. Spendi questo mana solo per giocare magie creatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに、好きな色1色のマナ1点を加える。 このマナは、クリーチャー呪文をプレイするためにのみ使用できる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте одну ману любого цвета в ваше хранилище маны. Тратьте эту ману только на разыгрывание заклинаний существ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione um mana de qualquer cor à sua reserva de mana. Gaste este mana somente para jogar mágicas de criatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加一点任意颜色的法术力到你的法术力池中。 此法术力只能用来支付生物咒语的费用。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell.]]></LOCALISED_TEXT>
     <PRODUCES amount="{W/B/U/G/R}" />
  </MANA_ABILITY>
   <STATIC_ABILITY linked_ability_group="1">
       <CONTINUOUS_ACTION layer="6">
               if EffectController():PlayerDataChest():Get_Chest(Object():GetRef()) ~= nil then
                  local ActivChest = EffectController():PlayerDataChest():Get_Chest(Object():GetRef())
                  local value = ActivChest:Get_Int(100)
                  if value ~= 1 then
          local i = 0
          local delayDC = LinkedDC():Get_Chest(1)
          if delayDC ~= nil then
             local token_chest = delayDC:Get_Chest(0)
             if token_chest ~= nil then
               local token = token_chest:Get_NthCardPtr(i)
                if token ~= nil then
                   token:GetCurrentCharacteristics():LoseAllAbilities()
                end
               while (token ~= nil) do
                i = i + 1
                token = token_chest:Get_NthCardPtr(i)
                      if token ~= nil then
                         token:GetCurrentCharacteristics():LoseAllAbilities()
                      end
                end
             end
          end
                 end
               end
          </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
  <TRIGGERED_ABILITY resource_id="1" linked_ability_group="1" replacement_effect="1" priority="20">
  <TRIGGER value="CONSIDERED_FOR_CAST" simple_qualifier="controller" pre_trigger="1" >
     local StoredStep = LinkedDC():Get_Int(1000)
     local ActualStep = MTG():GetStep()
     if ActualStep == StoredStep then
        return true
     else
        return false
     end
   </TRIGGER>
     <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       MTG():RemoveDelayedTrigger(4)
       MTG():RemoveDelayedTrigger(5)
       local ActivChest = nil
       if EffectController():PlayerDataChest():Get_Chest(Object():GetRef()) == nil then
          ActivChest = EffectController():PlayerDataChest():Make_Chest(Object():GetRef())   
       else
     ActivChest = EffectController():PlayerDataChest():Get_Chest(Object():GetRef())
       end
       if TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE) then
          ActivChest:Set_Int(100, 1)
          local delayDC = EffectDC():Make_Chest(1)
          delayDC:Set_CardPtr(1, TriggerObject())
          delayDC:Protect_CardPtr(1)
          MTG():CreateDelayedTrigger(4, delayDC)
          MTG():CreateDelayedTrigger(5, delayDC)
       else
          ActivChest:Set_Int(100, 0)
       end           
    end
    </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
          MTG():CreateDelayedTrigger(2, nil)
        </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
         MTG():ReevaluateContinuousEffects()
        </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

  <TRIGGERED_ABILITY resource_id="4" replacement_effect="1" priority="20">
   <TRIGGER value="ZONECHANGE_CONSIDERED" to_zone="ZONE_ANY" from_zone="ZONE_ANY" pre_trigger="1">
      if TriggerObject() ~= nil then
         if TriggerObject() == EffectDC():Get_CardPtr(1) then
            if EffectController():PlayerDataChest():Get_Chest(Object():GetRef()) == nil then
               ActivChest = EffectController():PlayerDataChest():Make_Chest(Object():GetRef())   
            else
          ActivChest = EffectController():PlayerDataChest():Get_Chest(Object():GetRef())
               ActivChest:Set_Int(100, 1)
               return true
            end
         end
      end
      return false
  </TRIGGER>
      <CLEANUP fire_once="1" />
           <RESOLUTION_TIME_ACTION>
          if EffectController():PlayerDataChest():Get_Chest(Object():GetRef()) == nil then
             ActivChest = EffectController():PlayerDataChest():Make_Chest(Object():GetRef())   
          else
        ActivChest = EffectController():PlayerDataChest():Get_Chest(Object():GetRef())
          end
          ActivChest:Set_Int(100, 1)
        </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
          MTG():CreateDelayedTrigger(2, nil)
        </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
         MTG():ReevaluateContinuousEffects()
        </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

  <TRIGGERED_ABILITY resource_id="5" replacement_effect="1" priority="-1">
  <TRIGGER value="CONSIDERED_FOR_ACTIVATION" simple_qualifier="controller" pre_trigger="1" >
    if TriggerObject() ~= nil then
       if TriggerObject():GetZone() ~= ZONE_HAND then
          if EffectController():PlayerDataChest():Get_Chest(Object():GetRef()) == nil then
             ActivChest = EffectController():PlayerDataChest():Make_Chest(Object():GetRef())   
          else
        ActivChest = EffectController():PlayerDataChest():Get_Chest(Object():GetRef())
          end
          local value = ActivChest:Get_Int(100)
          if value == 1 then
             return true
          end
       end
    end
    return false
  </TRIGGER>
    <CLEANUP fire_once="1" />
           <RESOLUTION_TIME_ACTION>
          if EffectController():PlayerDataChest():Get_Chest(Object():GetRef()) == nil then
             ActivChest = EffectController():PlayerDataChest():Make_Chest(Object():GetRef())   
          else
        ActivChest = EffectController():PlayerDataChest():Get_Chest(Object():GetRef())
          end
          ActivChest:Set_Int(100, 0)
        </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
         MTG():ReevaluateContinuousEffects()
        </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
 <TRIGGERED_ABILITY resource_id="2" replacement_effect="1" priority="20">
    <TRIGGER value="STATE_BASED_EFFECTS"/>
    <CLEANUP fire_once="1" />
       <RESOLUTION_TIME_ACTION>
         MTG():ReevaluateContinuousEffects()
        </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
 <TRIGGERED_ABILITY resource_id="3" linked_ability_group="1" replacement_effect="1" priority="20">
    <TRIGGER value="STATE_BASED_EFFECTS">
     local StoredStep = LinkedDC():Get_Int(1000)
     local ActualStep = MTG():GetStep()
     if ActualStep &gt; StoredStep then
        return true
     else
        return false
     end
   </TRIGGER>
    <CLEANUP fire_once="1" />
       <RESOLUTION_TIME_ACTION>
            local i = 0
      local delayDC = LinkedDC():Get_Chest(1)
      if delayDC ~= nil then
         local token_chest = delayDC:Get_Chest(0)
         if token_chest ~= nil then
            local token = token_chest:Get_NthCardPtr(i)
            if token ~= nil then
                     token:QueueZoneChange( ZONE_CEASED_TO_EXIST, EffectController() )
            end
            while (token ~= nil) do
                  i = i + 1
                  token = token_chest:Get_NthCardPtr(i)
                   if token ~= nil then
                      token:QueueZoneChange( ZONE_CEASED_TO_EXIST, EffectController() )
                   end
           end
        end
               end
        </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
               LinkedDC():Clear()
        </RESOLUTION_TIME_ACTION>
       <RESOLUTION_TIME_ACTION>
       MTG():RemoveDelayedTrigger(1)
       MTG():RemoveDelayedTrigger(2)
       MTG():RemoveDelayedTrigger(3)
       MTG():RemoveDelayedTrigger(4)
       MTG():RemoveDelayedTrigger(5)
        </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
</CARD_V2>
many many thanks
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Re: Need some help Here XD

Postby thefiremind » 26 Jun 2015, 10:02

You can't use approximations like this with the official MANA_ABILITY, you need to use manual mana. That's all I know, for anything else you should ask to the inventor of this approximation (RiiakShiNal or NeoAnderson, can't remember).
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Re: Need some help Here XD

Postby Xander9009 » 27 Jun 2015, 22:11

Restricted mana was made by Neo.

It uses mana tokens and temporarily causes that mana to LoseAllAbilities() unless the right kind of card (creature, in this case) is being CONSIDERED_FOR_CAST. Since the built-in mana abilities don't use mana tokens, there's nothing to for the code to target with the LoseAllAbilties function, and it fails to restrict the mana. The only way this can be done, as TFM said, is with manual mana. Have you tried using the card as it was coded for 2014 without changes?
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