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Card Creation Request Thread
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Re: Card Creation Request Thread
by Master Necro » 25 May 2013, 06:05
Having problems with Izzet Keyrune.
When I coded the other keyrunes I have added abilities by simply putting in this code:
The Izzet keyrune has "Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card.", how do I code that?
When I coded the other keyrunes I have added abilities by simply putting in this code:
- Code: Select all
<CONTINUOUS_ACTION layer="6">
local target = Object()
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_the ability I wanted, 1 )
end
</CONTINUOUS_ACTION>
The Izzet keyrune has "Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card.", how do I code that?
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Re: Card Creation Request Thread
by sumomole » 25 May 2013, 07:18
Master Necro wrote:The Izzet keyrune has "Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card.", how do I code that?
- Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card. | Open
- Code: Select all
<TRIGGERED_ABILITY auto_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card.]]></LOCALISED_TEXT>
<TRIGGER value="CREATURE_DEALS_COMBAT_DAMAGE_TO_PLAYER" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
if EffectController():IsAI() == 0 then
EffectController():BeginNewMultipleChoice()
EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_YES" )
EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_NO" )
EffectController():AskMultipleChoiceQuestion( "CARD_QUERY_DRAW_A_CARD")
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local filter = Object():GetFilter()
local decision = Object():GetMultipleChoiceResult()
if (player:IsAI() == 0 and decision == 0) or (player:IsAI() ~= 0 and CountCardsInLibrary(player) > 5) then
player:DrawCard()
filter:Clear()
filter:SetZone( ZONE_HAND )
filter:SetPlayer( player )
filter:NotTargetted()
player:SetTargetCount( 1 )
for i=0,1-1 do
player:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
end
player:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if target_card ~= nil then
target_card:Discard()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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Re: Card Creation Request Thread
by BloodReyvyn » 25 May 2013, 10:15
All seems to be working fine with this except this snippet:

- Code: Select all
<RESOLUTION_TIME_ACTION>
local life_total = EffectController():GetLifeTotal()
if life_total > 0 then
EffectController():LoseLife( life_total )
end
</RESOLUTION_TIME_ACTION>

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Re: Card Creation Request Thread
by thefiremind » 25 May 2013, 11:05
Try to do this:BloodReyvyn wrote:All seems to be working fine with this except this snippet:I cab see quite plainly what it is supposed to be doing, but when in-game and it enters the battlefield, the ability triggers, but you don't lose any life.
- Code: Select all
<RESOLUTION_TIME_ACTION>
local life_total = EffectController():GetLifeTotal()
if life_total > 0 then
EffectController():LoseLife( life_total )
end
</RESOLUTION_TIME_ACTION>
- Code: Select all
<RESOLUTION_TIME_ACTION>
local life_total = EffectController():GetLifeTotal()
if life_total > 0 then
EffectController():SetLifeTotal(0)
end
</RESOLUTION_TIME_ACTION>
There's another thing that could give problems: FILTER_EXTRA_NOT_TOKEN is known to be bugged so that it just excludes tokens that were born as such, without counting tokens that are copies of other cards (i.e. the copies made by Splinter Twin aren't tokens according to the FILTER_EXTRA_NOT_TOKEN filtering). You should use filter evaluation if you want to be safe:
- Code: Select all
MTG():ClearFilterMarkedObjectsInZone( ZONE_IN_PLAY )
local filter = Object():GetFilter()
-- Insert here the rest of the filter
local filter_count = filter:EvaluateObjects()
if filter_count > 0 then
for i=0,filter_count-1 do
local candidate = filter:GetNthEvaluatedObject(i)
if candidate:IsToken() == 0 then
candidate:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
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Re: Card Creation Request Thread
by BloodReyvyn » 25 May 2013, 12:25
Awesome thanks. 
Unfortunately when I tried to add the other filters back in, the game started crashing when I tried to play, but I'm really burnt out I been at this since yesterday. Thanks guys for all the help, lots of progress today. Even coded a companion card for this...
Deaths Shadow: https://www.dropbox.com/s/jwg55zcztcju8 ... ip?v=0rc-s
Hehehehehe

Unfortunately when I tried to add the other filters back in, the game started crashing when I tried to play, but I'm really burnt out I been at this since yesterday. Thanks guys for all the help, lots of progress today. Even coded a companion card for this...
Deaths Shadow: https://www.dropbox.com/s/jwg55zcztcju8 ... ip?v=0rc-s
Hehehehehe

"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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Re: Card Creation Request Thread
by thefiremind » 25 May 2013, 12:53
Actually, there's a Death's Shadow in the core. It's used in a challenge and it just has a CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE ability to remove, then it becomes fine to use outside the challenge. Anyway, any card you code by yourself is something you learn. 

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Re: Card Creation Request Thread
by NEMESiS » 25 May 2013, 13:08
Does anyone know how to make echo? I want to make Firemaw Kavu.
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Re: Card Creation Request Thread
by thefiremind » 25 May 2013, 13:27
The echo check is almost the same as checking summoning sickness, except for being checked at the upkeep rather than at the untap. So I would start from the code I invented here and do something like this:NEMESiS wrote:Does anyone know how to make echo? I want to make Firemaw Kavu.
- Code: Select all
<TRIGGERED_ABILITY internal="1">
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_Int(1, 0)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1">
<TRIGGER value="CONTROLLER_CHANGED" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
ObjectDC():Set_Int(1, 0)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1">
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return EffectController():MyTurn() ~= 0 and MTG():GetStep() == STEP_UPKEEP and ObjectDC():Get_Int(1) == 0
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local controller = EffectController()
if controller ~= nil and controller:CanAfford("{5}{R}") == 1 then
controller:BeginNewMultipleChoice()
controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_YES" )
controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_NO" )
controller:AskMultipleChoiceQuestion( "CONDITIONAL_QUESTION_BODY" )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local controller = EffectController()
if controller ~= nil then
if controller:CanAfford("{5}{R}") == 1 and Object():GetMultipleChoiceResult() == 0 then
ObjectDC():Set_Int(1, 1)
controller:TapLand("{5}{R}")
elseif EffectSource() ~= nil then
EffectSource():Sacrifice(controller)
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
- Pay
(or whatever other cost)
- Pay
(enabled only if you control a Thick-Skinned Goblin)
- Do nothing
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Re: Card Creation Request Thread
by thefiremind » 25 May 2013, 14:54
DotP2013 doesn't have full support for hybrid monocolored mana: it understands what it means but has no texture to show, so Spectral Procession's mana cost will be invisible on the card. If you don't care and you want to use it anyway, here it is, together with the Kami.
- Attachments
-
2 cards.zip
- Spectral Procession (be aware of the invisible cost), Kami of False Hope. No illustrations.
- (4.46 KiB) Downloaded 316 times
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Re: Card Creation Request Thread
by Vasht » 25 May 2013, 15:02
Second TryVasht wrote:Hi,
i would like to request The Tabernacle at Pendrell Vale, Chalice of the Void and Tyrant of Discord. Thx

Re: Card Creation Request Thread
by thefiremind » 25 May 2013, 16:45
DotP games can't display 2Vasht wrote:Hi,
i would like to request The Tabernacle at Pendrell Vale, Chalice of the Void and Tyrant of Discord. Thx

Here are the other 2 cards.
- Attachments
-
other 2 cards.zip
- The Tabernacle at Pendrell Vale, Tyrant of Discord. No illustrations.
- (3.98 KiB) Downloaded 367 times
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Re: Card Creation Request Thread
by BloodReyvyn » 25 May 2013, 18:33
Oy... lol. Maybe I just need a fresh pair of eyes to look at this. Still crashing the game if I try to start a match.
This is the entire triggered ability. Did I miss something or put something in the wrong place?
This is the entire triggered ability. Did I miss something or put something in the wrong place?
- Code: Select all
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_TOOK_DAMAGE" simple_qualifier="controller" />
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local amount = Damage():GetAmount()
MTG():ClearFilterMarkedObjectsInZone( ZONE_IN_PLAY )
local filter = Object():GetFilter()
filter:NotTargetted()
filter:SetPlayer( player )
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_ARTIFACT )
filter:AddCardType( CARD_TYPE_ENCHANTMENT )
filter:AddCardType( CARD_TYPE_LAND )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:AddCardType( CARD_TYPE_PLANESWALKER )
filter:SetHint( HINT_ENEMY, player )
local filter_count = filter:EvaluateObjects()
if filter_count > 0 then
for i=0,filter_count-1 do
local candidate = filter:GetNthEvaluatedObject(i)
if candidate:IsToken() == 0 then
candidate:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
total = filter:Count()
if total < amount then
player:LoseGame()
else
player:SetTargetCount( amount )
EffectDC():Set_Int(1, amount)
for i=0,amount-1 do
player:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_PERMANENT_TO_SACRIFICE" )
end
player:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local amount = EffectDC():Get_Int(1)
if amount > 0 then
for i = 0,amount-1 do
local target = EffectDC():Get_Targets(0):Get_CardPtr(i)
if target ~= nil then
target:Sacrifice(EffectController())
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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Re: Card Creation Request Thread
by thefiremind » 25 May 2013, 18:48
You forgot
- Code: Select all
filter:Clear()
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Re: Card Creation Request Thread
by BloodReyvyn » 25 May 2013, 19:32
Still crashes to desktop...
Here's the entire code, just in case something got screwed up elsewhere.
Here's the entire code, just in case something got screwed up elsewhere.
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2>
<FILENAME text="LICH_979701" />
<CARDNAME text="LICH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Lich]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lich]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="979701" />
<ARTID value="A979701" />
<ARTIST name="DottorFile@DeviantArt" />
<CASTING_COST cost="{B}{B}{B}{B}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="ME4" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY dangerous="0" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As Lich enters the battlefield, you lose life equal to your life total.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local life_total = EffectController():GetLifeTotal()
if life_total > 0 then
EffectController():SetLifeTotal(0)
end
</RESOLUTION_TIME_ACTION> </TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You don’t lose the game for having 0 or less life.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
EffectController():GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_DOESNT_DIE_ON_ZERO_LIFE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[If you would gain life, draw that many cards instead.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_GAINED_LIFE" simple_qualifier="controller">
if TriggerPlayer() ~= nil then
override = true
return true
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local NumCards = GetAmount()
while (NumCards > 0) do
NumCards = NumCards - 1
EffectController():DrawCard()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever you’re dealt damage, sacrifice that many nontoken permanents. If you can’t, you lose the game.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_TOOK_DAMAGE" simple_qualifier="controller" />
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local amount = Damage():GetAmount()
MTG():ClearFilterMarkedObjectsInZone( ZONE_IN_PLAY )
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetPlayer( player )
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardType( CARD_TYPE_ARTIFACT )
filter:AddCardType( CARD_TYPE_ENCHANTMENT )
filter:AddCardType( CARD_TYPE_LAND )
filter:AddCardType( CARD_TYPE_CREATURE )
filter:AddCardType( CARD_TYPE_PLANESWALKER )
filter:SetHint( HINT_ENEMY, player )
local filter_count = filter:EvaluateObjects()
if filter_count > 0 then
for i=0,filter_count-1 do
local candidate = filter:GetNthEvaluatedObject(i)
if candidate:IsToken() == 0 then
candidate:MarkForFilter()
end
end
end
filter:SetMarkedObjectsOnly()
total = filter:Count()
if total < amount then
player:LoseGame()
else
player:SetTargetCount( amount )
EffectDC():Set_Int(1, amount)
for i=0,amount-1 do
player:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_PERMANENT_TO_SACRIFICE" )
end
player:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local amount = EffectDC():Get_Int(1)
if amount > 0 then
for i = 0,amount-1 do
local target = EffectDC():Get_Targets(0):Get_CardPtr(i)
if target ~= nil then
target:Sacrifice(EffectController())
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Lich is put into a graveyard from the battlefield, you lose the game.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
EffectController():LoseGame()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
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