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Magic: The Gathering - Duels of the Planeswalkers
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2014
Programs with AI or Rules Enforcement
Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels)
2014
Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by RiiakShiNal » 07 Aug 2013, 14:44
I agree, definitely not worth it.sumomole wrote:228 empty abilities? Give up!
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Re: Formal Request Thread
by sumomole » 07 Aug 2013, 14:50
Another question, how put the code that in the repeating block into the LOL file?RiiakShiNal wrote:I agree, definitely not worth it.sumomole wrote:228 empty abilities? Give up!
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sumomole - Programmer
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Re: Formal Request Thread
by MC Brodie » 07 Aug 2013, 15:41
Lol I suppose thats not a good solution then... But what about the text strings for things like multiple choice questions? I thought you could at least pass variables through those (maybe it was 2013). Something with %d?
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by East Bay » 07 Aug 2013, 17:28
Yeah its tested. I didnt add it to my text permanent so I forgot to change the target tagsXander9009 wrote:Thank you. Is Deathrite Shaman tested or should I test it?East Bay wrote:Save you some timeXander9009 wrote:Here are the first few cards from the list.
- Deathrite Shaman | Open
- <ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Exile target land card from a graveyard. Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Exilez une carte de terrain ciblée d’un cimetière. Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Exilia la carta de tierra objetivo de un cementerio. Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Schicke eine Land-Karte deiner Wahl aus einem Friedhof ins Exil. Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Esilia una carta terra bersaglio da un cimitero. Aggiungi un mana di un qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:いずれかの墓地にある土地カード1枚を対象とし、それを追放する。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。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 무덤에 있는 대지 카드 한 장을 목표로 정한다. 그 카드를 추방한다. 당신의 마나풀에 원하는 색의 마나 한 개를 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: изгоните целевую карту земли из кладбища. Добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Exile o card de terreno alvo de um cemitério. Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:SetZone( ZONE_GRAVEYARD )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ( target ~= nil ) then
target:Exile()
end
</RESOLUTION_TIME_ACTION>
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local nColour = EffectController():GetMultipleChoiceResult() + 1
if (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
DisplayManaPool(EffectController())
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{B},: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{B},: Exilez une carte d’éphémère ou de rituel ciblée d’un cimetière. Chaque adversaire perd 2 points de vie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{B},: Exilia la carta de instantáneo o de conjuro objetivo de un cementerio. Cada oponente pierde 2 vidas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{B},: Schicke eine Sofortzauber- oder Hexereikarte deiner Wahl aus einem Friedhof ins Exil. Jeder Gegner verliert 2 Lebenspunkte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{B},: Esilia una carta istantaneo o stregoneria bersaglio da un cimitero. Ogni avversario perde 2 punti vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{B},:いずれかの墓地にあるインスタント・カード1枚かソーサリー・カード1枚を対象とし、それを追放する。各対戦相手はそれぞれ2点のライフを失う。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{B},: 무덤에 있는 순간마법 또는 집중마법 카드 한 장을 목표로 정한다. 그 카드를 추방한다. 각 상대는 생명 2점을 잃는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{B},: изгоните целевую карту мгновенного заклинания или волшебства из кладбища. Каждый оппонент теряет 2 жизни.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{B},: Exile o card de mágica instantânea ou feitiço alvo de um cemitério. Cada oponente perde 2 pontos de vida.]]></LOCALISED_TEXT>
<COST mana_cost="{B}" type="Mana" />
<COST type="TapSelf" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
local subfilter = filter:AddSubFilter_Or()
subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_INSTANT)
subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_SORCERY)
filter:SetZone( ZONE_GRAVEYARD )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ( target ~= nil ) then
target:Exile()
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local num_players = MTG():GetNumberOfPlayers()
local myTeam = EffectController():GetTeam()
for i=0,num_players-1 do
local player = MTG():GetNthPlayer(i)
if myTeam ~= player:GetTeam() then
player:LoseLife(2)
end
end
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{G},: Exile target creature card from a graveyard. You gain 2 life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{G},: Exilez une carte de créature ciblée d’un cimetière. Vous gagnez 2 points de vie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{G},: Exilia la carta de criatura objetivo de un cementerio. Ganas 2 vidas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{G},: Schicke eine Kreaturenkarte deiner Wahl aus einem Friedhof ins Exil. Du erhältst 2 Lebenspunkte dazu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{G},: Esilia una carta creatura bersaglio da un cimitero. Guadagni 2 punti vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{G},:いずれかの墓地にあるクリーチャー・カード1枚を対象とし、それを追放する。あなたは2点のライフを得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{G},: 무덤에 있는 생물 카드 한 장을 목표로 정한다. 그 카드를 추방한다. 당신은 생명 2점을 얻는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{G},: изгоните целевую карту существа из кладбища. Вы получаете 2 жизни.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{G},: Exile o card de criatura alvo de um cemitério. Você ganha 2 pontos de vida.]]></LOCALISED_TEXT>
<COST mana_cost="{G}" type="Mana" />
<COST type="TapSelf" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EXILE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_GRAVEYARD )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if ( target ~= nil ) then
target:Exile()
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
EffectController():GainLife(2 )
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
- Condescend just change to Syncopate | Open
- <SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Neutralizza la magia bersaglio a meno che il suo controllore paghi X.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[呪文1つを対象とする。それのコントローラーが{X}を支払わないかぎり、それを打ち消す。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Counter target spell unless its controller pays.]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COUNTER" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone(ZONE_STACK)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
local mana = GetEffectX()
if target ~= nil then
local player = target:GetPlayer()
if player ~= nil and player:CanPayManaCost( "{"..mana.."}" ) then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_", player:CanPayManaCost( "{"..mana.."}" ) )
player:AddMultipleChoiceAnswer("CARD_QUERY_OPTION_IS_COUNTERED")
player:AskMultipleChoiceQuestion("CARD_QUERY_MC_PAY_X_MANA", target)
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
local mana = GetEffectX()
if target ~= nil then
local player = target:GetPlayer()
if player ~= nil and player:CanPayManaCost( "{"..mana.."}" ) and player:GetMultipleChoiceResult() == 0 then
player:PayManaCost( "{"..mana.."}" )
else
target:CounterSpell()
end
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Profetizzare 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[占術2を行う。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Scry 2.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
local effectController = EffectController()
filter:SetZone( ZONE_LIBRARY, effectController )
filter:SetPortion( 2 )
effectController:SetItemCount( 2 )
effectController:SetItemPrompt(0, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
effectController:SetItemPrompt(1, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" )
effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local rem_count = 2
local cardsInLibrary = EffectController():Library_Count()
if rem_count > cardsInLibrary then
rem_count = cardsInLibrary
end
local target_array = {}
for i=0,1 do
target_array[i] = EffectDC():Get_Targets(0):Get_CardPtr(i)
end
for i = 0,1 do
if target_array[i] ~= nil then
target_array[i]:PutOnBottomOfLibrary()
rem_count = rem_count-1
end
end
EffectDC():Set_Int(2, rem_count)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
local effectController = EffectController()
local remainingCount = EffectDC():Get_Int(2)
if remainingCount > 0 then
filter:SetZone( ZONE_LIBRARY, effectController )
filter:SetPortion( remainingCount )
effectController:SetItemCount( remainingCount )
for i = 0, (remainingCount-1) do
effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_LIBRARY" )
end
effectController:ChooseItems( EffectDC():Make_Targets(1) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local remainingCount = EffectDC():Get_Int(2)
if remainingCount > 0 then
local target_array = {}
for i = 0, (remainingCount-1) do
target_array[i] = EffectDC():Get_Targets(1):Get_CardPtr(i)
end
for i = 0, (remainingCount-1) do
if target_array[i] ~= nil then
target_array[i]:PutOnTopOfLibrary()
end
end
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
- Code: Select all
CARD_QUERY_CHOOSE_LAND_TO_EXILE
CARD_QUERY_CHOOSE_INSTANT_OR_SORCERY_TO_EXILE
CARD_QUERY_CHOOSE_CREATURE_TO_EXILE
Re: Formal Request Thread
by drleg3nd » 07 Aug 2013, 17:31
just wanna bump my request so it wont get lost in the fold loldrleg3nd wrote::
- Mind Grind | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MIND_GRIND_812366418" />
<CARDNAME text="MIND_GRIND" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mind Grind]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Broyeur d’esprit]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Moler la mente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gedanken radieren]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Macina Mentale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[精神削り]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[정신 갈아엎기]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Перемалывание Разума]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Trituração Mental]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812366418" />
<ARTID value="812366418" />
<ARTIST name="Daarken" />
<CASTING_COST cost="{X}{U}{B}" />
<TYPE metaname="Sorcery" />
<EXPANSION value="GTC" />
<RARITY metaname="R" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each opponent reveals cards from the top of his or her library until he or she reveals X land cards, then puts all cards revealed this way into his or her graveyard. X can’t be 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Chaque adversaire révèle les cartes du dessus de sa bibliothèque jusqu’à révéler X cartes de terrain, puis il met toutes les cartes révélées de cette manière dans son cimetière. X ne peut pas être 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cada oponente muestra cartas de la parte superior de su biblioteca hasta que muestre X cartas de tierra, luego pone en su cementerio todas las cartas mostradas de esta manera. X no puede ser 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jeder Gegner deckt Karten oben von seiner Bibliothek auf, bis er X Land-Karten aufdeckt, dann legt er alle auf diese Weise aufgedeckten Karten auf seinen Friedhof. X kann nicht 0 sein.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni avversario rivela carte dalla cima del proprio grimorio fino a che non rivela X carte terra, poi mette tutte le carte rivelate in questo modo nel proprio cimitero. X non può essere 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[各対戦相手はそれぞれ自分のライブラリーの一番上から、土地カードがX枚公開されるまでカードを公開し続ける。その後これにより公開されたすべてのカードを自分の墓地に置く。Xは0にできない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[각 상대는 대지 카드가 X장 나올 때까지 자신의 서고 맨 위에서부터 카드를 공개한 후, 공개된 카드들을 자신의 무덤에 넣는다. X는 0일 수 없다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый оппонент показывает карты с верха своей библиотеки до тех пор, пока не покажет Х карт земель, затем кладет все показанные таким образом карты на свое кладбище. Х не может равняться 0.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cada oponente revela cards do topo do próprio grimório até revelar X cards de terreno e, depois, coloca todos os cards revelados dessa maneira no próprio cemitério. X não pode ser 0.]]></LOCALISED_TEXT>
</SPELL_ABILITY>
</CARD_V2>ps. also need this card
- Nightveil Specter | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="NIGHTVEIL_SPECTER_812366242" />
<CARDNAME text="NIGHTVEIL_SPECTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nightveil Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Spectre voilenuit]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Espectro velo nocturno]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nachtschleiergespenst]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spettro Velo Notturno]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[夜帷の死霊]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[밤장막 스펙터]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Призрак Ночного Покрова]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espectro do Véu da Noite]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812366242" />
<ARTID value="812366242" />
<ARTIST name="Min Yum" />
<CASTING_COST cost="{U/B}{U/B}{U/B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Specter" />
<EXPANSION value="GTC" />
<RARITY metaname="R" />
<POWER value="2" />
<TOUGHNESS value="3" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Spectre voilenuit inflige des blessures de combat à un joueur, ce joueur exile la carte du dessus de sa bibliothèque.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Espectro velo nocturno haga daño de combate a un jugador, ese jugador exilia la primera carta de su biblioteca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn das Nachtschleiergespenst einem Spieler Kampfschaden zufügt, schickt dieser Spieler die oberste Karte seiner Bibliothek ins Exil.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lo Spettro Velo Notturno infligge danno da combattimento a un giocatore, quel giocatore esilia la prima carta del suo grimorio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[밤장막 스펙터가 플레이어에게 전투피해를 입힐 때마다, 그 플레이어는 자신의 서고 맨 위의 카드를 추방한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Призрак Ночного Покрова наносит боевые повреждения игроку, тот игрок изгоняет верхнюю карту своей библиотеки.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Você pode jogar cards exilados com Espectro do Véu da Noite.]]></LOCALISED_TEXT>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may play cards exiled with Nightveil Specter.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez jouer les cartes exilées par le Spectre voilenuit.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes jugar las cartas exiliadas con el Espectro velo nocturno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst mit dem Nachtschleiergespenst ins Exil geschickte Karten spielen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi giocare le carte esiliate con lo Spettro Velo Notturno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[You may play cards exiled with Nightveil Specter.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신은 밤장막 스펙터가 추방한 카드들을 플레이할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете разыгрывать карты, изгнанные Призраком Ночного Покрова.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may play cards exiled with Nightveil Specter.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>/disregard Render Silent firemind did this card
Re: Formal Request Thread
by drleg3nd » 07 Aug 2013, 17:32
these alsoXander9009 wrote:You should put them in code blocks (just like you do spoiler blocks) so the code spacing is maintained. Just hit spoiler, then code, then put the code in there and it'll be good to go. Also, in the spoiler block, if you make it say ["spoiler='cardname'"] without any quotes, then the cardname will appear like in the following. Just makes them look nicer. (Not putting them in code blocks. That's pretty much required haha. They're next to impossible to read otherwise.) I haven't changed anything yet, just making them easier to read.drleg3nd wrote:hey can someone help with these cards:
- Duskmantle Guildmage | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="DUSKMANTLE_GUILDMAGE_812366328" />
<CARDNAME text="DUSKMANTLE_GUILDMAGE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Duskmantle Guildmage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ghildmage de Manteaubrune]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mago del gremio de Mantoscuro]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Dämmerhülle-Gildenmagier]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mago della Gilda di Mantoscuro]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ダスクマントルのギルド魔道士]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[더스크맨틀의 길드 마도사]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Маг Гильдии из Мантии Сумрака]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mago de Guilda do Manto do Crepúsculo]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812366328" />
<ARTID value="812366328" />
<ARTIST name="Slawomir Maniak" />
<CASTING_COST cost="{U}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" />
<SUB_TYPE metaname="Wizard" />
<EXPANSION value="GTC" />
<RARITY metaname="U" />
<POWER value="2" />
<TOUGHNESS value="2" />
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{U}{B}: Whenever a card is put into an opponent’s graveyard from anywhere this turn, that player loses 1 life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{U}{B} : À chaque fois qu’une carte est mise dans le cimetière d’un adversaire d’où qu’elle vienne ce tour-ci, ce joueur perd 1 point de vie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{U}{B}: Siempre que una carta vaya al cementerio de un oponente desde cualquier parte este turno, ese jugador pierde 1 vida.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{U}{B}: Immer wenn eine Karte von irgendwoher in diesem Zug auf den Friedhof eines Gegners gelegt wird, verliert dieser Spieler 1 Lebenspunkt.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{U}{B}: Ogniqualvolta una carta viene messa nel cimitero di un avversario da qualsiasi zona in questo turno, quel giocatore perde 1 punto vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{U}{B}:このターン、カードが1枚いずれかの領域から対戦相手1人の墓地に置かれるたび、そのプレイヤーは1点のライフを失う。{2}{U}{B}:プレイヤー1人を対象とする。そのプレイヤーは、自分のライブラリーの一番上から2枚のカードを自分の墓地に置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{U}{B}: 이 턴에 상대의 무덤에 카드가 들어갈 때마다, 그 플레이어는 생명 1점을 잃는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{U}{B}: каждый раз, когда карта попадает откуда-либо на кладбище оппонента в этом ходу, тот игрок теряет 1 жизнь.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{U}{B}: Toda vez que um card for colocado no cemitério de um oponente vindo de qualquer lugar neste turno, aquele jogador perderá 1 ponto de vida.]]></LOCALISED_TEXT>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}{B}: Target player puts the top two cards of his or her library into his or her graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}{U}{B} : Le joueur ciblé met les deux cartes du dessus de sa bibliothèque dans son cimetière.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}{U}{B}: El jugador objetivo pone las primeras dos cartas de su biblioteca en su cementerio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}{U}{B}: Ein Spieler deiner Wahl legt die obersten zwei Karten seiner Bibliothek auf seinen Friedhof.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}{U}{B}: Un giocatore bersaglio mette nel suo cimitero le prime due carte del suo grimorio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}{U}{B}: Target player puts the top two cards of his or her library into his or her graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}{U}{B}: 플레이어 한 명을 목표로 정한다. 그 플레이어는 자신의 서고 맨 위의 카드 두 장을 자신의 무덤에 넣는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}{U}{B}: целевой игрок кладет две верхние карты своей библиотеки на свое кладбище.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}{U}{B}: O jogador alvo coloca os dois cards do topo do grimório dele no próprio cemitério.]]></LOCALISED_TEXT>
</ACTIVATED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Silverblade Paladin | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SILVERBLADE_PALADIN_812240155" />
<CARDNAME text="SILVERBLADE_PALADIN" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Silverblade Paladin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Paladin à la lame d’argent]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Paladín espada plateada]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Silberklingen-Paladin]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Paladino dalla Lama d’Argento]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[銀刃の聖騎士]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[은빛 칼날의 성기사]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Паладин Серебряного Клинка]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Paladino da Espada de Prata]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812240155" />
<ARTID value="812240155" />
<ARTIST name="Jason Chan" />
<CASTING_COST cost="{1}{W}{W}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" />
<SUB_TYPE metaname="Knight" />
<EXPANSION value="AVR" />
<RARITY metaname="R" />
<POWER value="2" />
<TOUGHNESS value="2" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Soulbond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Association d’âmes]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Unir almas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Seelengebunden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Unione d’anime]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[結魂]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영혼결속은빛 칼날의 성기사가 다른 생물과 짝을 이루는 한, 두 생물 모두 이단공격 능력을 가진다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Духовная связь]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Elo espiritual]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Silverblade Paladin is paired with another creature, both creatures have double strike.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que le Paladin à la lame d’argent est associé à une autre créature, les deux créatures ont la double initiative.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras el Paladín espada plateada esté emparejado con otra criatura, ambas criaturas tienen la habilidad de dañar dos veces.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange der Silberklingen-Paladin an eine andere Kreatur gebunden ist, erhalten beide Kreaturen Doppelschlag.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che il Paladino dalla Lama d’Argento è abbinato a un’altra creatura, entrambe le creature hanno doppio attacco.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[銀刃の聖騎士が他のクリーチャーと組になっているかぎり、両方のクリーチャーは二段攻撃を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Silverblade Paladin is paired with another creature, both creatures have double strike.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока Паладин Серебряного Клинка находится в паре с другим существом, оба существа имеют Двойной удар.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto Paladino da Espada de Prata estiver emparelhado com outra criatura, ambas as criaturas terão golpe duplo.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Notion Thief | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="NOTION_THIEF_812368973" />
<CARDNAME text="NOTION_THIEF" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Notion Thief]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Voleur de notion]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ladrón de creencias]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gedankendieb]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ladro di Concetti]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[概念泥棒]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[영감의 도둑]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вор Принципов]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Notion Thief]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812368973" />
<ARTID value="812368973" />
<ARTIST name="Clint Cearley" />
<CASTING_COST cost="{2}{U}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Human" />
<SUB_TYPE metaname="Rogue" />
<EXPANSION value="DGM" />
<RARITY metaname="R" />
<POWER value="3" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flash]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destello.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufblitzen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lampo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[瞬速]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[섬광]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миг]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lampejo]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLASH" />
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si un adversaire devait piocher une carte excepté la première qu’il pioche à chacune de ses étapes de pioche, ce joueur passe cette pioche et vous piochez une carte à la place.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si un oponente fuera a robar una carta excepto la primera que roba en sus pasos de robar, en vez de eso, ese jugador se salta ese robo y tú robas una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls ein Gegner eine Karte ziehen würde, abgesehen von der ersten, die er in jedem seiner Ziehsegmente zieht, übergeht dieser Spieler stattdessen dieses Kartenziehen und du ziehst eine Karte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se un avversario sta per pescare una carta, tranne la prima che pesca in ogni sua sottofase di acquisizione, quel giocatore salta invece quella pescata e tu peschi una carta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[対戦相手1人が自分の各ドロー・ステップで引く1枚目のカード以外にカードを1枚引く場合、代わりにそのプレイヤーはドローを飛ばし、あなたはカードを1枚引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[상대가 자신의 각 뽑기단에서 처음으로 뽑는 카드 이외에 카드를 뽑으려고 하면 그 상대는 카드를 뽑지 않고 대신 당신이 카드 한 장을 뽑는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Consuming Aberration | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CONSUMING_ABERRATION_812366391" />
<CARDNAME text="CONSUMING_ABERRATION" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Consuming Aberration]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Aberration dévorante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aberración consumidora]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzehrende Scheußlichkeit]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aberrazione Distruttiva]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[破壊的な逸脱者]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집어삼키는 변이체]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Всепоглощающая Тварь]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aberração Consumidora]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812366391" />
<ARTID value="812366391" />
<ARTIST name="Karl Kopinski" />
<CASTING_COST cost="{3}{U}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Horror" />
<EXPANSION value="GTC" />
<RARITY metaname="R" />
<POWER value="*" />
<TOUGHNESS value="*" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Consuming Aberration’s power and toughness are each equal to the number of cards in your opponents’ graveyards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La force et l’endurance de l’Aberration dévorante sont chacune égales au nombre de cartes dans les cimetières de vos adversaires.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tanto la fuerza como la resistencia de la Aberración consumidora son iguales al número de cartas que haya en los cementerios de tus oponentes.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stärke und Widerstandskraft der Verzehrenden Scheußlichkeit sind gleich der Anzahl der Karten in den Friedhöfen deiner Gegner.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La forza e la costituzione dell’Aberrazione Distruttiva sono pari al numero di carte nei cimiteri dei tuoi avversari.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[破壊的な逸脱者のパワーとタフネスは、それぞれすべての対戦相手の墓地にあるカードの枚数に等しい。あなたが呪文を1つ唱えるたび、各対戦相手はそれぞれ自分のライブラリーの一番上から、土地カードが公開されるまでカードを公開し続ける。その後それらのカードを自分の墓地に置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집어삼키는 변이체의 공격력과 방어력은 당신의 상대들의 무덤에 있는 카드 수의 합과 같다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сила и выносливость Всепоглощающей Твари равны количеству карт на кладбищах ваших оппонентов.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O poder e a resistência de Aberração Consumidora são ambos iguais ao número de cards nos cemitérios de seus oponentes.]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous lancez un sort, chaque adversaire révèle les cartes du dessus de sa bibliothèque jusqu’à révéler une carte de terrain, puis il met ces cartes dans son cimetière.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que lances un hechizo, cada oponente muestra cartas de la parte superior de su biblioteca hasta que muestre una carta de tierra, luego pone esas cartas en su cementerio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du einen Zauberspruch wirkst, deckt jeder Gegner Karten oben von seiner Bibliothek auf, bis er eine Land-Karte aufdeckt, dann legt er diese Karten auf seinen Friedhof.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lanci una magia, ogni avversario rivela carte dalla cima del proprio grimorio fino a che non rivela una carta terra, poi mette quelle carte nel proprio cimitero.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 주문을 발동할 때마다, 각 상대는 대지 카드를 공개할 때까지 자신의 서고 맨 위에서부터 카드를 공개한 다음 공개된 카드들을 자신의 무덤에 넣는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда вы разыгрываете заклинание, каждый оппонент показывает карты с верха своей библиотеки до тех пор, пока не покажет карту земли, затем кладет те карты на свое кладбище.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que você conjura uma mágica, cada oponente revela cards do topo do próprio grimório até revelar um card de terreno. Depois, ele coloca aqueles cards no próprio cemitério.]]></LOCALISED_TEXT>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
- Hidden Strings | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="HIDDEN_STRINGS_812369021" />
<CARDNAME text="HIDDEN_STRINGS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hidden Strings]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fils cachés]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hilos ocultos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verborgene Fäden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fili Nascosti]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[見えざる糸]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[숨겨진 끈]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Тайные Нити]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hidden Strings]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812369021" />
<ARTID value="812369021" />
<ARTIST name="Daarken" />
<CASTING_COST cost="{1}{U}" />
<TYPE metaname="Sorcery" />
<EXPANSION value="DGM" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez engager ou dégager le permanent ciblé, puis engager ou dégager un autre permanent ciblé.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes girar o enderezar el permanente objetivo, luego puedes girar o enderezar otro permanente objetivo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst eine bleibende Karte deiner Wahl tappen oder enttappen, dann kannst du eine andere bleibende Karte deiner Wahl tappen oder enttappen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi TAPpare o STAPpare un permanente bersaglio, poi puoi TAPpare o STAPpare un altro permanente bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[パーマネント1つと、他のパーマネント1つを対象とする。あなたはその前者をタップまたはアンタップしてもよく、その後、その後者をタップまたはアンタップしてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[지속물 한 개를 목표로 정한다. 당신은 그 지속물을 탭하거나 언탭할 수 있다. 그 후 다른 지속물 한 개를 목표로 정한다. 당신은 그 지속물을 탭하거나 언탭할 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете повернуть или развернуть целевой перманент, затем вы можете повернуть или развернуть другой целевой перманент.Шифр]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may tap or untap target permanent, then you may tap or untap another target permanent.]]></LOCALISED_TEXT>
</SPELL_ABILITY>
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cipher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cryptage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cifrar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Chiffrieren]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cifrare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[暗号]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[암호문]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Cipher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cipher]]></LOCALISED_TEXT>
</SPELL_ABILITY>
</CARD_V2>
- Pilfered Plans | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="PILFERED_PLANS_812369099" />
<CARDNAME text="PILFERED_PLANS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Pilfered Plans]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Plans chapardés]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Planes robados]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Abgeluchste Absichten]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Piani Sottratti]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[盗まれた計画]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[도둑맞은 계획]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Разворованные Планы]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pilfered Plans]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812369099" />
<ARTID value="812369099" />
<ARTIST name="Michael C. Hayes" />
<CASTING_COST cost="{1}{U}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mirko Vosk hunted anyone with knowledge of the maze, draining the chances of the other guilds.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mirko Vosk se mit en chasse de quiconque avait connaissance du labyrinthe, réduisant d’autant les chances des autres guildes.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mirko Vosk cazaba a cualquiera que supiera algo sobre el laberinto, reduciendo así las posibilidades de los demás gremios.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mirko Vosk machte Jagd auf jeden, der Kenntnisse über das Labyrinth hatte, und verringerte so die Chancen der anderen Gilden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mirko Vosk dava la caccia a tutti coloro che conoscevano il labirinto, per diminuire le possibilità delle altre gilde.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ミルコ・ヴォスクは迷路についての知識がある者を手当たり次第に仕留め、他のギルドの勝機を奪っていった。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[미르코 보스크는 미로에 대한 지식이 있는 사람들을 찾아 죽여 다른 길드의 탐사를 방해했다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Чтобы не оставить никаких шансов другим гильдиям, Мирко Воск истреблял всех, кто знал что-либо о лабиринте.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mirko Vosk hunted anyone with knowledge of the maze, draining the chances of the other guilds.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Sorcery" />
<EXPANSION value="DGM" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target player puts the top two cards of his or her library into his or her graveyard. Draw two cards.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le joueur ciblé met les deux cartes du dessus de sa bibliothèque dans son cimetière. Piochez deux cartes.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El jugador objetivo pone las primeras dos cartas de su biblioteca en su cementerio. Roba dos cartas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ein Spieler deiner Wahl legt die obersten zwei Karten seiner Bibliothek auf seinen Friedhof. Ziehe zwei Karten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un giocatore bersaglio mette nel suo cimitero le prime due carte del suo grimorio. Pesca due carte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人を対象とする。そのプレイヤーは、自分のライブラリーの一番上から2枚のカードを自分の墓地に置く。カードを2枚引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어 한 명을 목표로 정한다. 그 플레이어는 자신의 서고 맨 위의 카드 두 장을 자신의 무덤에 넣는다. 카드 두 장을 뽑는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Целевой игрок кладет две верхние карты своей библиотеки на свое кладбище. Возьмите две карты.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Target player puts the top two cards of his or her library into his or her graveyard. Draw two cards.]]></LOCALISED_TEXT>
</SPELL_ABILITY>
</CARD_V2>
- Render Silent | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="RENDER_SILENT_812369022" />
<CARDNAME text="RENDER_SILENT" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Render Silent]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Réduire au silence]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Silenciar]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mit Stummheit schlagen]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rendere Silente]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[静寂宣告]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[침묵의 형벌]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Заставить Замолчать]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Render Silent]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812369022" />
<ARTID value="812369022" />
<ARTIST name="Matt Stewart" />
<CASTING_COST cost="{W}{U}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“We have confiscated your spells as evidence. Once we conclude our investigation, you may petition to have them returned.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Vos sorts ont été confisqués en tant que preuves. Une fois notre enquête terminée, vous pourrez entamer une demande de restitution. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Hemos confiscado tus hechizos como prueba. Cuando hayamos concluido nuestra investigación, podrás solicitar que se te devuelvan.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Wir haben deine Zauber als Beweismittel konfisziert. Sobald wir unsere Untersuchung abgeschlossen haben, kannst du ihre Rückgabe beantragen.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Abbiamo confiscato le tue magie in qualità di prove. Una volta conclusa l’investigazione, potrai richiederne la restituzione.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「あんたの呪文は証拠として押収した。返却の請願をしても構わないが、それは捜査にケリがついてからだ。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“당신의 주문은 모두 증거품으로 압수합니다. 조사가 끝나면 행정 절차를 위해 반납 요청서를 제출해 주십시요.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Мы конфисковали ваши заклинания в качестве вещественных доказательств. Когда мы закончим расследование, вы можете подать прошение об их возврате».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“We have confiscated your spells as evidence. Once we conclude our investigation, you may petition to have them returned.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="DGM" />
<RARITY metaname="R" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Counter target spell. Its controller can’t cast spells this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Contrecarrez le sort ciblé. Son contrôleur ne peut pas lancer de sorts ce tour-ci.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Contrarresta el hechizo objetivo. Su controlador no puede lanzar hechizos este turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Neutralisiere einen Zauberspruch deiner Wahl. Sein Beherrscher kann in diesem Zug keine Zaubersprüche wirken.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Neutralizza una magia bersaglio. Il suo controllore non può lanciare magie in questo turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[呪文1つを対象とし、それを打ち消す。このターン、それのコントローラーは呪文を唱えられない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[주문 한 개를 목표로 정한다. 그 주문을 무효화한다. 그 주문의 조종자는 이 턴에 주문을 발동할 수 없다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Отмените целевое заклинание. Контролирующий его игрок не может разыгрывать заклинания в этом ходу.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Counter target spell. Its controller can’t cast spells this turn.]]></LOCALISED_TEXT>
</SPELL_ABILITY>
</CARD_V2>
- Psychic Spiral | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="PSYCHIC_SPIRAL_812270794" />
<CARDNAME text="PSYCHIC_SPIRAL" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Psychic Spiral]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Spirale psychique]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Espiral psíquica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Psychische Spirale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spirale Psichica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[心理のらせん]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[초능력 소용돌이]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Психическая Спираль]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espiral Psíquica]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812270794" />
<ARTID value="812270794" />
<ARTIST name="Ryan Pancoast" />
<CASTING_COST cost="{4}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[An elocutor forces criminals to confess to the laws they merely intended to break.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les rhéteurs savent contraindre les criminels à confesser quelles lois ils envisageaient seulement d’enfreindre.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Un orador fuerza a los criminales a confesar las leyes que apenas intentaban quebrar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ein Verleser zwingt Straftäter zu Geständnissen darüber, welche Gesetze sie zu brechen vorhatten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un oratore costringe i criminali a confessare quali leggi avrebbero voluto infrangere.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[雄弁家は犯罪者にどんな法を破るところだったのかを自白させるものだ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[웅변가들은 범죄자로 하여금 상상해보기만 한 범죄까지도 자백하게 만들 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Краснослов вынуждает преступников признаться в нарушении законов, о котором они лишь помышляли.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Um locutor força os criminosos a confessar a violação de leis que apenas pretendiam violar.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="RTR" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shuffle all cards from your graveyard into your library. Target player puts that many cards from the top of his or her library into his or her graveyard.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mélangez toutes les cartes de votre cimetière dans votre bibliothèque. Le joueur ciblé met autant de cartes du dessus de sa bibliothèque dans son cimetière.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Baraja todas las cartas de tu cementerio en tu biblioteca. El jugador objetivo pone esa misma cantidad de cartas de la parte superior de su biblioteca en su cementerio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mische alle Karten aus deinem Friedhof in deine Bibliothek. Ein Spieler deiner Wahl legt entsprechend viele Karten oben von seiner Bibliothek auf seinen Friedhof.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rimescola tutte le carte del tuo cimitero nel tuo grimorio. Un giocatore bersaglio mette nel suo cimitero altrettante carte dalla cima del suo grimorio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人を対象とする。あなたの墓地にあるすべてのカードをあなたのライブラリーに加えて切り直す。そのプレイヤーはその総数に等しい枚数のカードを自分のライブラリーの一番上から自分の墓地に置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어 한 명을 목표로 정한다. 당신의 무덤에 있는 모든 카드를 당신의 서고에 섞어 넣는다. 그 플레이어는 자신의 서고 맨 위에서 그만큼의 카드를 꺼내 자신의 무덤에 넣는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Втасуйте все карты из вашего кладбища в вашу библиотеку. Целевой игрок кладет столько же карт с верха своей библиотеки на свое кладбище.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Embaralhe todos os cards de seu cemitério em seu grimório. O jogador alvo coloca uma quantidade equivalente de cards do topo do grimório dele no próprio cemitério.]]></LOCALISED_TEXT>
</SPELL_ABILITY>
</CARD_V2>
Re: Formal Request Thread
by RiiakShiNal » 07 Aug 2013, 18:11
I assume you are talking about the repeating RESOLUTION_TIME_ACTION in your posted Urza's Incubator. If that is the case and you simply want to put that whole thing into a LOL function then you would separate it like this (obviously you can change the prefix and function name to suit you):sumomole wrote:Another question, how put the code that in the repeating block into the LOL file?
- LOL function | Open
- Code: Select all
SM_ChooseCreatureType = function()
local n = MTG():GetActionRepCount()
local parity = n % 2
local player = EffectController()
local result = player:GetMultipleChoiceResult()
local chest = EffectDC():Get_Chest(0)
local type_count = chest:Get_Int(298)
local current_types = chest:Get_Int(299)
local current_type = {}
for i=0,3 do
current_type[i+1] = chest:Get_Int((current_types + i) % type_count)
end
if (((result == 0 or result == 5) and player:IsAI() == false) or (player:IsAI() and n == 0)) then
if parity == 0 and player:IsAI() == false then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "UI_PROMOTIONAL_PREV" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_TYPE_"..current_type[1] )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_TYPE_"..current_type[2] )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_TYPE_"..current_type[3] )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_TYPE_"..current_type[4] )
player:AddMultipleChoiceAnswer( "UI_PROMOTIONAL_NEXT" )
player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_CHOOSE_CREATURE_TYPE" )
elseif parity == 1 and player:IsAI() == false then
if result == 0 then
current_types = current_types - 4
if current_types < 0 then
current_types = current_types + type_count
end
elseif result == 5 then
current_types = current_types + 4
end
chest:Set_Int(299, current_types)
elseif player:IsAI() then
player:BeginNewNumericalChoice()
player:AddNumericalChoiceAnswer(type_count-1)
player:AskNumericalChoiceQuestion("CARD_QUERY_MC_CHOOSE_CREATURE_TYPE")
end
return true
else
if player:IsAI() then
LinkedDC():Set_Int(0, 1000 + chest:Get_Int(player:GetNumericalChoiceResult()))
else
LinkedDC():Set_Int(0, 1000 + current_type[result])
end
return false
end
end
- New RESOLUTION_TIME_ACTION | Open
- Code: Select all
<RESOLUTION_TIME_ACTION repeating="1">
return SM_ChooseCreatureType()
</RESOLUTION_TIME_ACTION>
Now you may want to change a few things around or encapsulate a couple of things to make this more reusable. Such as either taking the first RESOLUTION_TIME_ACTION and putting it into a LOL as well and change the data chest register on the EffectDC to something other than 0 so it won't interfere with any TARGET blocks or other code that might be used in the same effect. Or you might have it passed as a parameter so that the effect writer could choose which register to put it into.
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Re: Formal Request Thread
by Scion of Darkness » 07 Aug 2013, 21:20
Is it possible to code fluctuator? Thanks
-

Scion of Darkness - Posts: 235
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Re: Formal Request Thread
by RiiakShiNal » 07 Aug 2013, 21:56
As far as I know there is no way to reduce the costs for activated abilities. You could, however, make a work-around that grants reduced cost versions of the abilities to the cards that have them, but you would need to keep track of all possible cards with cycling and all possible cycling abilities.Scion of Darkness wrote:Is it possible to code Fluctuator? Thanks
Simple answer: No, but you could fake it.
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Re: Formal Request Thread
by Fero » 07 Aug 2013, 23:19
Some Requests Please:
Mind Funeral
Haunting Echoes
Trepanation Blade
Merfolk Mesmerist
Shriekgeist
Dream Twist
Tome Scour
Agony Warp
Mind Funeral
Haunting Echoes
Trepanation Blade
Merfolk Mesmerist
Shriekgeist
Dream Twist
Tome Scour
Agony Warp
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Re: Formal Request Thread
by MC Brodie » 07 Aug 2013, 23:21
I had to make a few tweaks to Springjack Pasture but got working. Thanks for the help. The last ability is suppose to be a mana ability but, like you said, I don't know if there is a way to make a backup mana function that works since you still would need to sac some goats. I commented out that whole static ability section (which still is looking for allies by the wayXander9009 wrote:Springjack Pasture BADLY needs tested. I honestly don't expect it to work quite properly. I also haven't looked into whether or not the last ability SHOULD be shut down along with activated abilities, but it WILL be because I don't know how to make it work even then. Riiak keeps his mana abilities available by granting the normal mana abilities if activated ones are shut down. But I don't know how to adapt that (or even if it CAN be adapted) to this.
Is there a way to have cancel out of the multiple choice question that asks what color of mana you'd like to produce? It would be nice if there was in case someone wants to check on which color of mana they needed or if they accidentally hit the sac goat ability instead of one of the other abilities. I tried escape but it wasn't working.
- Springjack Pasture | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SPRINGJACK_PASTURE_157976" />
<CARDNAME text="SPRINGJACK_PASTURE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Springjack Pasture]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pâturage à sautelièvres]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Pastizal de saltanejos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Märzhasenweide]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pascolo delle Pecolepri]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スプリングジャック牧場]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Springjack Pasture]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пастбище Прыгунков]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pasto de Carnelho]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="157976" />
<ARTID value="157976" />
<ARTIST name="Terese Nielsen" />
<CASTING_COST cost="" />
<TYPE metaname="Land" />
<EXPANSION value="EVE" />
<RARITY metaname="R" />
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {1}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Produce( "{1}", 1 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{1}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local oCard = EffectSource()
if (oCard ~= nil) then
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
(EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
oCharacteristics:GrantAbility( 0 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="0">
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{4}, {T}: Put a 0/1 white Goat creature token onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{4}, {T} : Mettez en jeu un jeton de créature 0/1 blanche Chèvre.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{4}, {T}: Pon en juego una ficha de criatura Cabra blanca 0/1.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{4}, {T}: Bringe einen 0/1 weißen Ziegen-Kreaturenspielstein ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{4}, {T}: Metti sul campo di battaglia una pedina creatura Capra 0/1 bianca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{4}, {T}:白の0/1のヤギ・クリーチャー・トークンを1体場に出す。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{4}, {T}: Put a 0/1 white Goat creature token onto the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{4}, {T}: положите в игру одну фишку существа 0/1 белая Коза.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{4}, {T}: Coloque em jogo uma ficha de criatura branca 0/1 do tipo Bode.]]></LOCALISED_TEXT>
<COST mana_cost="{4}" type="Mana" />
<COST type="TapSelf" />
<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_GOAT_0_1_W_909010", 1, EffectController() )
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}, sacrifiez X chèvres : Ajoutez X manas de la couleur de votre choix à votre réserve. Vous gagnez X points de vie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}, sacrificar X Cabras: Agrega X maná de un color cualquiera a tu reserva de maná. Ganas X vidas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}, opfere X Ziegen: Erhöhe deinen Manavorrat um X Mana einer beliebigen Farbe. Du erhältst X Lebenspunkte dazu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}, Sacrifica X Capre: Aggiungi X mana di qualsiasi singolo colore alla tua riserva di mana. Guadagni X punti vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}, ヤギをX個生け贄に捧げる:あなたのマナ・プールに、好きな色1色のマナX点を加える。 あなたはX点のライフを得る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}, Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}, пожертвуйте X Коз: добавьте X ман одного любого цвета в ваше хранилище маны. Вы получаете X жизней.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}, Sacrifique X Bodes: Adicione X manas de uma cor qualquer à sua reserva de mana. Você ganha X pontos de vida.]]></LOCALISED_TEXT>
<SFX text="CASTER_RETETHER_PLAY" />
<COST type="TapSelf" />
<COST type="Sacrifice" definition="0" compartment="0" query_tag="CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count_any_number_of="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_GOAT )
</COST_DEFINITION>
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local oPlayer = EffectController()
local oCard = EffectSource()
if (oPlayer ~= nil) then
oPlayer:BeginNewMultipleChoice()
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local num_sacrificed = EffectDC():Get_Targets(0):Count()
if num_sacrificed ~= nil then
local nColour = EffectController():GetMultipleChoiceResult() + 1
EffectController():GainLife( num_sacrificed )
if (nColour == COLOUR_BLACK) then
RSN_Produce( "{B}", num_sacrificed )
elseif (nColour == COLOUR_BLUE) then
RSN_Produce( "{U}", num_sacrificed )
elseif (nColour == COLOUR_GREEN) then
RSN_Produce( "{G}", num_sacrificed )
elseif (nColour == COLOUR_RED) then
RSN_Produce( "{R}", num_sacrificed )
elseif (nColour == COLOUR_WHITE) then
RSN_Produce( "{W}", num_sacrificed )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<!-- <STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local nDefaultColour = COLOUR_GREEN
local oCard = EffectSource()
if (oCard ~= nil) then
local oCharacteristics = oCard:GetCurrentCharacteristics()
if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
(EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
local nColour = RSN_GetLastProducedColour()
if (nColour ~= COLOUR_COLOURLESS) then
local oFilter = ClearFilter()
oFilter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ALLY )
oFilter:Add( FE_CONTROLLER, OP_IS, EffectController() )
local allies = oFilter:Count()
if allies > 9 then
allies = 9
end
nColour = nColour*10
nColour = nColour+allies
oCharacteristics:GrantAbility( nColour )
else
oCharacteristics:GrantAbility( nDefaultColour )
end
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY> -->
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<TOKEN_REGISTRATION reservation="1" type="TOKEN_GOAT_0_1_W_909010" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
- Goat Token | Open
- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="TOKEN_GOAT_0_1_W_909010" />
<CARDNAME text="GOAT" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[GOAT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[GOAT]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="909010" />
<ARTID value="909010" />
<COLOUR value="W" />
<ARTIST name="Adam Paquette" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goat" />
<EXPANSION value="DPG" />
<RARITY metaname="T" />
<POWER value="0" />
<TOUGHNESS value="1" />
<TOKEN />
<SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by Xander9009 » 07 Aug 2013, 23:53
Ah, I've never seen PlayerDataChest.RiiakShiNal wrote:In this case you could use something like:
- Code: Select all
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
-- Clear variable to make sure we don't have any old values (though this could also be done on the manager itself.
EffectController():PlayerDataChest():Int_Clear( 123456 )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
-- Do some checking to see if we need a time window (maybe check it we're tapped or something).
-- If we need a time window say we need one.
EffectController():PlayerDataChest():Int_Set( 123456, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
I must be missing something. This is the second time you've said they're designed to leave play quickly, but I still don't know what about their design makes them only useful for leaving play quickly. The code I wrote made sure only one was on the field, so the second one was already addressed. The way I was doing it, the manager token was less of a manager and more of a time-sink. It didn't actually manage anything. Instead, its very existence made the game wait during upkeep, so the third point is solved, because I actually only want my token to show up when needed.RiiakShiNal wrote:They aren't suitable for a couple of reasons:
- They are designed to leave play quickly (not stick around).
- There can be a lot of mana tokens in play, but for a manager you only want a max of one per player.
- Mana tokens show up only when needed, but a manager needs to be present for the entire game so it should be created (optimally) before the first turn and remain in play until the end of the game.
I'm not just trying to be stubborn, I promise. I'm just trying to understand WHY I can't do it that way. I can't get better if I don't know why what I'm doing is wrong. Thank you for being patient so far
Now that I know about PlayerDataChest (I assume this can be abbreviated to PlayerDC... We'll see), I'll use that and leave the token in play. I imagine each card that needs to use it would need to have two separate triggered abilities. One to turn the variable off when not needed, and a later one to turn it on when needed, right?
EDIT: Perhaps I should point out that when I said I made my token match your mana token setup, what I meant was I remove the multiverse ID and the type. That's as far as the similarity went (except the protections, but that was a separate attempt).
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I was trying to do it without keeping track of all possible cards. Instead, putting an ability on each card to handle it itself. But they need to also work together so they don't wait many times during the upkeep.sumomole wrote:That's very easy, just need to create an empty triggered ability, "EffectSource () == filter: GetNthEvaluatedObject (0)" will ensures that only one card triggered ability will be triggered, regardless of how many cards on the battlefield, if you have a lot of different cards need do this, you also need to create a function to collect these names.EDIT: Here is the thefiremind's function that as I said, and he has helped you to put Braid of Fire into the LOL file, so you just need to add the triggered ability to your card.
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<TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD" priority="-10">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
local player = EffectController()
local filter = ClearFilter()
filter:SetZone( ZONE_GRAVEYARD, player )
filter:Add( FE_CARD_NAME, OP_IS, "KULDOTHA_PHOENIX" )
if filter:EvaluateObjects() > 0 then
if EffectSource() == filter:GetNthEvaluatedObject(0) then
return ( MTG():GetStep() == STEP_UPKEEP ) and ( player:CanPayManaCost("{4}") ) and ( S_CountTypeInZoneOfPlayer(CARD_TYPE_ARTIFACT, ZONE_BATTLEFIELD, player) > 2 )
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION />
<AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
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Xander9009 - Programmer
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Re: Formal Request Thread
by Xander9009 » 08 Aug 2013, 00:10
Alright, if you wan to edit your original post (if you haven't already) to those new tags, I'll link to it (I don't like copying the code over, that way only one post needs edited in case a bug or a better way is found). If you'd prefer, I could just copy the code to the new block of request fills I do. It's 100% up to you.East Bay wrote:Yeah its tested. I didnt add it to my text permanent so I forgot to change the target tagsand dont forget Riiaks mana functions ofc
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CARD_QUERY_CHOOSE_LAND_TO_EXILE
CARD_QUERY_CHOOSE_INSTANT_OR_SORCERY_TO_EXILE
CARD_QUERY_CHOOSE_CREATURE_TO_EXILE
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There's really no need. When the current list of requests is done by me or someone else, I'll go back and collect all the unfilled ones again.drleg3nd wrote:just wanna bump my request so it wont get lost in the fold lol
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I copied it from my Harabaz Druid, so I'm not surprised it has some ally leftovers. I'm glad it's working. I've actually been meaning to find a way to cancel out of those anyway. An ability on my testing card suffers from the same issue: if I click it by accident I'm stuck with it. Unfortunately, I don't know off-hand how to do that. I'll try the obvious things and let you know if I manage it.MC Brodie wrote:I had to make a few tweaks to Springjack Pasture but got working. Thanks for the help. The last ability is suppose to be a mana ability but, like you said, I don't know if there is a way to make a backup mana function that works since you still would need to sac some goats. I commented out that whole static ability section (which still is looking for allies by the way) and it seems to work fine.
Is there a way to have cancel out of the multiple choice question that asks what color of mana you'd like to produce? It would be nice if there was in case someone wants to check on which color of mana they needed or if they accidentally hit the sac goat ability instead of one of the other abilities. I tried escape but it wasn't working.
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Re: Formal Request Thread
by RiiakShiNal » 08 Aug 2013, 01:04
Maybe it's just that we are misunderstanding each other. Point 1 refers to the ability that exiles them at the end of every step (if you remove that ability then that point is moot). Point 2 was in reference to the fact that there is no checking to prevent more than 1 for a player from being created (if you addressed that then this point is moot). Point 3 refers to managers actually needing to stick around for a long time (possibly being put in play before the card(s) that actually use them and being present even after such cards leave play). Point 3 is important even for something as simple as managing a time window during upkeep.Xander9009 wrote:I must be missing something. This is the second time you've said they're designed to leave play quickly, but I still don't know what about their design makes them only useful for leaving play quickly. The code I wrote made sure only one was on the field, so the second one was already addressed. The way I was doing it, the manager token was less of a manager and more of a time-sink. It didn't actually manage anything. Instead, its very existence made the game wait during upkeep, so the third point is solved, because I actually only want my token to show up when needed.
Simply using triggered abilities to set the variable will not be sufficient in managing the time window (data chests on the player are persistent and are rarely cleared). Consider the case where the card that needs the time window changes controllers. Does the new controller have the token? Did the token for the old controller leave play? Will it still trigger a time window for the old controller even though it is no longer necessary? Did the card get exiled from the new controller's control? Was it returned to it's owner's hand? What happens to the token in those circumstances? What about if the player stops being able to use activated abilities? Will the token still trigger the time window even though it might be pointless? What if the card that uses this token loses all abilities then leaves play, what happens then?
Ultimately you will want to use one manager per player to manage the time window and you will want to use static abilities to set and clear the variables, not triggered abilities. The manager can have a static ability that clears the variable on layer 0 making sure it is always clear if it is not needed regardless of what happens to the card(s) that use it. This also prevents the engine from needing to potentially create and remove a token multiple times. The cards would then have a static ability that works on layer 6 and sets the variable only if it needs a time window. This also covers the case if the card somehow loses all abilities as then it won't set the variable and it won't trigger a time window.
If all you're talking about here is removing the multiverse ID and type then there is no problem, when you said you were going to match my token setup I thought you meant keeping how the token enters and leaves play quickly. Though if you are going to change all that code it would be simpler to start from a token that is already designed to be a manager as then there will be less code to change (this is what I was talking about with suitability).Xander9009 wrote:I'm not just trying to be stubborn, I promise. I'm just trying to understand WHY I can't do it that way. I can't get better if I don't know why what I'm doing is wrong. Thank you for being patient so far
EDIT: Perhaps I should point out that when I said I made my token match your mana token setup, what I meant was I remove the multiverse ID and the type. That's as far as the similarity went (except the protections, but that was a separate attempt).
Nope, sorry no PlayerDC you have to use something like EffectController():PlayerDataChest(), targetPlayer:PlayerDataChest(), etc... unless you make a function PlayerDC. Again you would not use triggered abilities to manage the variable that needs to be handled using static abilities. Though you will need triggered abilities to bring the manager into play.Xander9009 wrote:Now that I know about PlayerDataChest (I assume this can be abbreviated to PlayerDC... We'll see), I'll use that and leave the token in play. I imagine each card that needs to use it would need to have two separate triggered abilities. One to turn the variable off when not needed, and a later one to turn it on when needed, right?
You can put the question into a PLAY_TIME_ACTION instead of a RESOLUTION_TIME_ACTION which will give you a cancel option. Just make sure that if you have any RESOLUTION_TIME_ACTIONs before that block you change them to PLAY_TIME_ACTIONs as well otherwise you will screw up the order of events.Xander9009 wrote:I copied it from my Harabaz Druid, so I'm not surprised it has some ally leftovers. I'm glad it's working. I've actually been meaning to find a way to cancel out of those anyway. An ability on my testing card suffers from the same issue: if I click it by accident I'm stuck with it. Unfortunately, I don't know off-hand how to do that. I'll try the obvious things and let you know if I manage it.MC Brodie wrote:Is there a way to have cancel out of the multiple choice question that asks what color of mana you'd like to produce? It would be nice if there was in case someone wants to check on which color of mana they needed or if they accidentally hit the sac goat ability instead of one of the other abilities. I tried escape but it wasn't working.
Last edited by RiiakShiNal on 08 Aug 2013, 02:22, edited 1 time in total.
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Re: Formal Request Thread
by Xander9009 » 08 Aug 2013, 01:29
Ah, ok. Now I think I understand a bit better. Since the only obvious problem I was having was getting rid of the token, I copied the upper half of the only kind of invisible token I knew of which I was certain could be eliminated: one of your mana tokens. I knew they could be gotten rid of, so I copied everything but the abilities (which turned out to only be removing the multiverse id and type). Unfortunately, while the crashing stopped, so did everything else 
As for the triggered vs static ability, I didn't think a static ability could have a resolution time action, which I thought was required to set variables. But now that I know I can do that in a continuous action, I'll do that.
Regarding PlayerDataChest, yeah, I figured that out pretty quick when the game told me it didn't exist lol.
And finally, I've seen PLAY_TIME_ACTION a few times, but I didn't know how it differed from RESOLUTION_TIME_ACTION. I assume they're essentially the same, then, except that PLAY_TIME_ACTION happens as you play it, meaning before it's actually on the stack, thus cancel is an option.
Thanks for taking the time. I really do appreciate it.
As for the triggered vs static ability, I didn't think a static ability could have a resolution time action, which I thought was required to set variables. But now that I know I can do that in a continuous action, I'll do that.
Regarding PlayerDataChest, yeah, I figured that out pretty quick when the game told me it didn't exist lol.
And finally, I've seen PLAY_TIME_ACTION a few times, but I didn't know how it differed from RESOLUTION_TIME_ACTION. I assume they're essentially the same, then, except that PLAY_TIME_ACTION happens as you play it, meaning before it's actually on the stack, thus cancel is an option.
Thanks for taking the time. I really do appreciate it.
RiiakShiNal wrote:Maybe it's just that we are misunderstanding each other. Point 1 refers to the ability that exiles them at the end of every step (if you remove that ability then that point is moot). Point 2 was in reference to the fact that there is no checking to prevent more than 1 for a player from being created (if you addressed that then this point is moot). Point 3 refers to managers actually needing to stick around for a long time (possibly being put in play before the card(s) that actually use them and being present even after such cards leave play). Point 3 is important even for something as simple as managing a time window during upkeep.Xander9009 wrote:I must be missing something. This is the second time you've said they're designed to leave play quickly, but I still don't know what about their design makes them only useful for leaving play quickly. The code I wrote made sure only one was on the field, so the second one was already addressed. The way I was doing it, the manager token was less of a manager and more of a time-sink. It didn't actually manage anything. Instead, its very existence made the game wait during upkeep, so the third point is solved, because I actually only want my token to show up when needed.
Simply using triggered abilities to set the variable will not be sufficient in managing the time window (data chests on the player are persistent and are rarely cleared). Consider the case where the card that needs the time window changes controllers. Does the new controller have the token? Did the token for the old controller leave play? Will it still trigger a time window for the old controller even though it is no longer necessary? Did the card get exiled from the new controller's control? Was it returned to it's owner's hand? What happens to the token in those circumstances? What about if the player stops being able to use activated abilities? Will the token still trigger the time window even though it might be pointless? What if the card that uses this token loses all abilities then leaves play, what happens then?
Ultimately you will want to use one manager per player to manage the time window and you will want to use static abilities to set and clear the variables, not triggered abilities. The manager can have a static ability that clears the variable on layer 0 making sure it is always clear if it is not needed regardless of what happens to the card(s) that use it. This also prevents the engine from needing to potentially create and remove a token multiple times. The cards would then have a static ability that works on layer 6 and sets the variable only if it needs a time window. This also covers the case if the card somehow loses all abilities as then it won't set the variable and it won't trigger a time window.If all you're talking about here is removing the multiverse ID and type then there is no problem, when you said you were going to match my token setup I thought you meant keeping how the token enters and leaves play quickly. Though if you are going to change all that code it would be simpler to start from a token that is already designed to be a manager as then there will be less code to change (this is what I was talking about with suitability).Xander9009 wrote:I'm not just trying to be stubborn, I promise. I'm just trying to understand WHY I can't do it that way. I can't get better if I don't know why what I'm doing is wrong. Thank you for being patient so far
EDIT: Perhaps I should point out that when I said I made my token match your mana token setup, what I meant was I remove the multiverse ID and the type. That's as far as the similarity went (except the protections, but that was a separate attempt).Nope, sorry no PlayerDC you have to use something like EffectController():PlayerDataChest(), targetPlayer:PlayerDataChest(), etc... unless you make a function PlayerDC. Again you would not use triggered abilities to manage the variable that needs to be handled using static abilities. Though you will need triggered abilities to bring the manager into play.Xander9009 wrote:Now that I know about PlayerDataChest (I assume this can be abbreviated to PlayerDC... We'll see), I'll use that and leave the token in play. I imagine each card that needs to use it would need to have two separate triggered abilities. One to turn the variable off when not needed, and a later one to turn it on when needed, right?You can put the question into a PLAY_TIME_ACTION instead of a RESOLUTION_TIME_ACTION which will give you a cancel option. Just make sure that if you have any RESOLUTION_TIME_ACTIONs before that block you change them to PLAY_TIME_ACTIONs as well otherwise you will screw up the order of events.Xander9009 wrote:I copied it from my Harabaz Druid, so I'm not surprised it has some ally leftovers. I'm glad it's working. I've actually been meaning to find a way to cancel out of those anyway. An ability on my testing card suffers from the same issue: if I click it by accident I'm stuck with it. Unfortunately, I don't know off-hand how to do that. I'll try the obvious things and let you know if I manage it.MC Brodie wrote:Is there a way to have cancel out of the multiple choice question that asks what color of mana you'd like to produce? It would be nice if there was in case someone wants to check on which color of mana they needed or if they accidentally hit the sac goat ability instead of one of the other abilities. I tried escape but it wasn't working.
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: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.]]></LOCALISED_TEXT>
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