Need some help Here XD

I know its to early to do this but can't stop myself, can someone check this code?
- Code: Select all
<?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 > 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>