Re: Card Creation Request Thread
Why using charge counters when you can declare any type of counter (level included)?nivmizzet1 wrote:a few pages back I saw a lot of people talking about Transcendent Master, but I haven't seen it posted anywhere yet. I just made it, so I thought I'd post it here.
At the moment I'm working on a level up deck and this is my Transcendent Master:
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2>
<FILENAME text="TRANSCENDENT_MASTER_194917" />
<CARDNAME text="TRANSCENDENT_MASTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Transcendent Master]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Maître transcendant]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Maestro trascendente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Meister des Transzendenten]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Maestro Trascendente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[卓絶の達人]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Transcendent Master]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мастер Сверхъестественного]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mestre Transcendente]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="194917" />
<ARTID value="A194917" />
<ARTIST name="Steven Belledin" />
<CASTING_COST cost="{1}{W}{W}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" order_fr-FR="0" order_es-ES="2" order_de-DE="0" order_it-IT="2" order_jp-JA="0" order_ko-KR="0" order_ru-RU="0" order_pt-BR="0" />
<SUB_TYPE metaname="Cleric" order_fr-FR="1" order_es-ES="1" order_de-DE="1" order_it-IT="1" order_jp-JA="1" order_ko-KR="1" order_ru-RU="1" order_pt-BR="1" />
<SUB_TYPE metaname="Avatar" order_fr-FR="2" order_es-ES="0" order_de-DE="2" order_it-IT="0" order_jp-JA="2" order_ko-KR="2" order_ru-RU="2" order_pt-BR="2" />
<EXPANSION value="ROE" />
<RARITY metaname="M" />
<POWER value="3" />
<TOUGHNESS value="3" />
<ACTIVATED_ABILITY sorcery_time="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Level up {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Montée de niveau {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Subir de nivel {1}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stufe aufsteigen {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aumentare di livello {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lvアップ {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Level up {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Повышение уровня {1}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Subir de nível {1}]]></LOCALISED_TEXT>
<COST type="Mana" cost="{1}" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():GetCountersType("LEVEL"), 1 )
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION>
ObjectDC():Set_Int( CHARACTERISTIC_LEVEL_UP, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[LEVEL 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[NIVEAU 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[NIVEL 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[STUFE 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[LIVELLO 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lv 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[LEVEL 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[УРОВЕНЬ 6-11 >> 6/6]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[NÍVEL 6-11 >> 6/6]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7A">
local level = Object():CountCounters( MTG():GetCountersType("LEVEL") )
if level > 5 and level < 12 then
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Power_Set( 6 )
characteristics:Toughness_Set( 6 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lifelink]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lien de vie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vínculo vital.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lebensverknüpfung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Legame vitale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[絆魂]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생명연결]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Цепь жизни]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vínculo com a vida]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local level = Object():CountCounters( MTG():GetCountersType("LEVEL") )
if level > 5 then
Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_LIFELINK, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[LEVEL 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[NIVEAU 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[NIVEL 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[STUFE 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[LIVELLO 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lv 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[LEVEL 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[УРОВЕНЬ 12+ >> 9/9]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[NÍVEL 12+ >> 9/9]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7A">
local level = Object():CountCounters( MTG():GetCountersType("LEVEL") )
if level > 11 then
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Power_Set( 9 )
characteristics:Toughness_Set( 9 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY internal="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lifelink]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lien de vie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vínculo vital.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lebensverknüpfung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Legame vitale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[絆魂]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생명연결]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Цепь жизни]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vínculo com a vida]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Transcendent Master is indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Maître transcendant est indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Maestro trascendente es indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Meister des Transzendenten ist unzerstörbar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Maestro Trascendente è indistruttibile.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[卓絶の達人は破壊されない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Transcendent Master is indestructible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мастер Сверхъестественного не может быть уничтожен.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mestre Transcendente é indestrutível.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local level = Object():CountCounters( MTG():GetCountersType("LEVEL") )
if level > 11 then
Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_4" body="MORE_INFO_BADGE_BODY_4" zone="ZONE_ANY" />
<HELP title="MORE_INFO_BADGE_TITLE_8" body="MORE_INFO_BADGE_BODY_8" zone="ZONE_ANY" />
<HELP title="MORE_INFO_TITLE_LEVELUP" body="MORE_INFO_BODY_LEVELUP" zone="ZONE_ANY" />
<SFX text="COMBAT_WHITE_MAGIC_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_WHITE_MAGIC_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_COUNTER_SCORE type="LEVEL" score="100" max_counters="12" />
</CARD_V2>
EDIT: Right now I'm starting to thinking that the correct layer to use for P/T setting should be 7B instead of 7A. If you read this:
it seems that for example, if I have a Godhead of Awe in play and then I play a level up creature, when it levels up it overrides the effect of Godhead of Awe. This would be possible by using layer 7B as Godhead of Awe, not 7A. I'll change it.Gatherer wrote:Effects that set a leveler's power or toughness to a specific value, including the effects from a level symbol's ability, apply in timestamp order. The timestamp of each level symbol's ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.