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Planeswalker's Complementary Set [MOD]

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Re: gorem2k mod

Postby RiiakShiNal » 14 Aug 2013, 20:58

gorem2k wrote:I ran into another kind of problem. I decided to include a rumoured planeswalker (most possibly fake) from Theros called Elspeth Ascended. everything's fine except for the 6/6 token. it's supposed to have protection from all colors and when I cast Oblivion Ring, I can target it.
You could instead put them into an "Or" sub-filter, because in your original code you are giving protection only from cards that are White, Black, Blue, Green, AND red instead of OR.
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Protection from all colors]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil then
       local filter = ClearFilter()
        local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
       subfilter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
       subfilter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
       subfilter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
       subfilter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
       EffectSource():Protection()
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
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Re: gorem2k mod

Postby gorem2k » 15 Aug 2013, 22:32

ok new update. this one is closer to what I'm trying to achieve... worth a DL ! I still include tfm's test card Leyline of Deity to try Bolas or other expansive one.
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Re: gorem2k mod

Postby Gyro » 16 Aug 2013, 09:36

Wow Gorem you rock !

Nicely done !!
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Re: gorem2k mod

Postby gorem2k » 16 Aug 2013, 21:12

Gyro wrote:Wow Gorem you rock !

Nicely done !!
It's always nice to be encouraged once in a while! Glad you like it. I made Chandra Nalaar today, she really gave me trouble with her 2nd ability but I finally done a compromise and made it more forgivable if played too fast. the way she was first, you picked a target then after you chose one , you were obliged to pay X. what I've done is if once you picked a target and you made a mistake, you can pay 0 and nothing will happen. you'll still be able to activate on a different target. we always change our minds during though decisions and in paper magic, WE DO have liberty to take back some of our moves. Cheers!
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Re: gorem2k mod

Postby Ratava » 16 Aug 2013, 22:06

wow nice
working plansewalker :)
thank you for your efforts!
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Re: gorem2k mod

Postby Isalo » 17 Aug 2013, 03:02

Just wanted to say that I've been having an absolute blast playing with all of these Planeswalkers you've so generously worked on. They make my decks feel complete, especially my Nicol Bolas Grixis deck; couldn't be more perfect haha. Can't wait to play with Domri, Chandra, Garruk and any others, if you're so inclined haha(fingers-crossed for some Jace, Karn, and Garruk Relentless goodness, if even possible).
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Re: gorem2k mod

Postby gorem2k » 17 Aug 2013, 10:51

Isalo wrote:Just wanted to say that I've been having an absolute blast playing with all of these Planeswalkers you've so generously worked on. They make my decks feel complete, especially my Nicol Bolas Grixis deck; couldn't be more perfect haha. Can't wait to play with Domri, Chandra, Garruk and any others, if you're so inclined haha(fingers-crossed for some Jace, Karn, and Garruk Relentless goodness, if even possible).
I try to make them compliant but it is sometimes hard to stay on track. I haven't figured how to make a subtype rule that would only allow one subtype in play. ie: no more than one Jace in play. building a deck with only one subtype, depends on you if you want to respect this rule. Karn Liberated is impossible btw...

Also, I haven't build any themed deck yet. I just keep adding new planeswalkers until I'm sick of it :lol: . after that, I will.
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Re: gorem2k mod

Postby thefiremind » 17 Aug 2013, 11:39

gorem2k wrote:I haven't figured how to make a subtype rule that would only allow one subtype in play. ie: no more than one Jace in play.
I made some tests about this, and the problem is that Planeswalker sub-types on a card that doesn't have the Planeswalker type aren't recognized (even if they correctly appear on the card). I tried to make a table in a LOL file that associates a Planeswalker type to each Planeswalker card name, but I don't know why, that LOL file seemed to work only sometimes. I'll go on with testing as soon as I finish the deck I'm making (not related to this).
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Re: gorem2k mod

Postby gorem2k » 17 Aug 2013, 12:38

This is what happens when transforming an enchantment... it creates an increasing number !!! what's going on? I also added this:

Code: Select all
r.SetBackTypes("GARRUK_RELENTLESS", CARD_TYPE_ENCHANTMENT)
r.SetBackSubTypes("GARRUK_RELENTLESS", ENCHANTMENT_TYPE_GARRUK)
to thefiremind transform function.

crazy!

Image

seems Soul Seizer was abandoned, I can't find that card in tfm mod.
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Re: gorem2k mod

Postby thefiremind » 17 Aug 2013, 13:23

gorem2k wrote:This is what happens when transforming an enchantment... it creates an increasing number !!! what's going on?
I know, it's the same problem I had with my Opal Avenger. STATE_BASED_EFFECTS triggers will trigger on top of each other unless you stop them from doing that through a flag in LinkedDC. Look at my Opal Avenger for a good example.

gorem2k wrote:seems Soul Seizer was abandoned, I can't find that card in tfm mod.
Unfortunately I couldn't make it work: no matter how I ordered the events (transforming and attaching to a creature), it was always going to the graveyard after transforming.
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Re: gorem2k mod

Postby gorem2k » 17 Aug 2013, 14:00

thefiremind wrote:I know, it's the same problem I had with my Opal Avenger. STATE_BASED_EFFECTS triggers will trigger on top of each other unless you stop them from doing that through a flag in LinkedDC. Look at my Opal Avenger for a good example.
Good news! this worked. 8)
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Re: gorem2k mod

Postby East Bay » 17 Aug 2013, 17:48

I got a question. If I Abrupt Decay a Liliana of the Veil will my Tarmogoyf get bigger from the planeswalker card type or only snow enchantment? I want that Mind Sculptor!!!
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Re: gorem2k mod

Postby gorem2k » 17 Aug 2013, 18:08

East Bay wrote:I got a question. If I Abrupt Decay a Liliana of the Veil will my Tarmogoyf get bigger from the planeswalker card type or only snow enchantment? I want that Mind Sculptor!!!
omg, I forgot about that Tarmogoyf !! :lol: my guess is it will consider only type "enchantment".

Mind Sculptor should be in my mod as we speak.
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Re: gorem2k mod

Postby thefiremind » 17 Aug 2013, 18:16

gorem2k wrote:
East Bay wrote:I got a question. If I Abrupt Decay a Liliana of the Veil will my Tarmogoyf get bigger from the planeswalker card type or only snow enchantment? I want that Mind Sculptor!!!
omg, I forgot about that Tarmogoyf !! :lol: my guess is it will consider only type "enchantment".
We could keep the Planeswalkers as such while outside the battlefield, and change them into enchantments only when on the battlefield. I'll add this feature to the invisible token I'm working on. :wink:

EDIT: OK, here's what I came up with. Feel free to test it, modify it, use it in your mod as if it were yours. I hope you'll find it useful. The WAD contains a test deck called PWL TEST which contains my "test-quickening" card Leyline of Deity. Note that I coded Nissa Revane as a test, but not Nissa's Chosen, anyway making it shouldn't be a big deal. :wink:

EDIT 2: I was using Basic Enchantment for Planeswalkers on the battlefield and I was correctly overriding the official localised text for it, but I just installed the game update and it seems I can't anymore. You may want to change it to Basic Snow Enchantment or something else (avoid Legendary because the token already takes care of the rule).

EDIT 3: Removed the link from here. Search for the newer one in the next page.
Last edited by thefiremind on 18 Aug 2013, 09:00, edited 1 time in total.
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Re: gorem2k mod

Postby East Bay » 17 Aug 2013, 20:21

I gave Tezzeret, Agent of Bolas a shot to try things out he seems ok to me but I dont really know what im looking for when testing this.

| Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="PLW_TEZZERET_AGENT_OF_BOLAS_444214065" />
  <CARDNAME text="TEZZERET_AGENT_OF_BOLAS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tezzeret, Agent of Bolas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tezzeret, agent de Bolas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tezzeret, agente de Nicol Bolas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tezzeret, Bolas’ Agent]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tezzeret, Agente di Bolas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ボーラスの工作員、テゼレット]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tezzeret, Agent of Bolas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теззерет, Агент Боласа]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tezzeret, Agente de Nicol Bolas]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="444214065" />
  <ARTID value="444214065" />
  <ARTIST name="Aleksi Briclot" />
  <CASTING_COST cost="{2}{U}{B}" />
  <TYPE metaname="Enchantment" />
  <SUPERTYPE metaname="Legendary" />
  <SUPERTYPE metaname="Snow" />
  <EXPANSION value="MBS" />
  <RARITY metaname="M" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <COUNTER_REGISTRATION name="Loyalty" proliferate="00" />
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 3)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[+1: Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[+1 : Regardez les cinq cartes du dessus de votre bibliothèque.  Vous pouvez révéler une carte d’artefact parmi elles et la mettre dans votre main.  Mettez les autres au-dessous de votre bibliothèque, dans n’importe quel ordre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[+1: Mira las primeras cinco cartas de tu biblioteca. Puedes mostrar una carta de artefacto que se encuentre entre ellas y ponerla en tu mano. Pon el resto en la parte inferior de tu biblioteca en cualquier orden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[+1: Schaue dir die obersten 5 Karten deiner Bibliothek an. Du kannst eine Artefaktkarte darunter offen vorzeigen und sie auf deine Hand nehmen. Lege den Rest in beliebiger Reihenfolge unter deine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[</span><span style=“position:relative; font-style:italic”>[+1]</span><span style=“position:relative; font-style:normal”>: Guarda le prime cinque carte del tuo grimorio. Puoi rivelare una carta artefatto tra esse e aggiungerla alla tua mano. Metti le altre in fondo al tuo grimorio in qualsiasi ordine.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[+1: あなたのライブラリーの一番上から5枚のカードを見る。 あなたはその中からアーティファクト・カードを1枚公開してあなたの手札に加えてもよい。 残りをあなたのライブラリーの一番下に望む順番で置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[+1: Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[+1: посмотрите пять верхних карт вашей библиотеки. Вы можете показать карту артефакта из этих карт и положить ее в вашу руку. Положите остальные карты в низ вашей библиотеки в любом порядке.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[+1: Olhe os primeiros cinco cards do topo de seu grimório. Você pode revelar um card de artefato entre eles e colocá-lo em sua mão. Coloque o resto no fundo de seu grimório em qualquer ordem.]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Loyalty" />
    <COST mana_cost="" type="Mana" />
    <AVAILABILITY per_turn_limit="1" sorcery_time="1" />
    <RESOLUTION_TIME_ACTION>
    local answerDC = EffectDC():Make_Targets(0)
    local queryDC = EffectDC():Make_Chest(1)
    local player = EffectController()
    local num_artifacts = 0
    for i=0,(5-1) do
       local card = player:Library_GetNth(i)
       
       if card ~= nil then
          -- put the card into the queryDC
          queryDC:Set_CardPtr(i, card)
          
          -- if it's a creature, increment the count, else unselect the card
          if (card:GetCardType():Test(CARD_TYPE_ARTIFACT)) then
             num_artifacts = num_artifacts + 1
          else
             queryDC:QueryUnselect_CardPtr(i)
          end
       else
          -- no more cards, so stop early
          break
       end
    end
    player:ChooseItemFromDC( "CARD_QUERY_CHOOSE_ARTIFACT_TO_PUT_INTO_HAND", queryDC, answerDC, QUERY_FLAG_MAY )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local choosenArtifact = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if choosenArtifact ~= nil then
       choosenArtifact:Reveal()
       choosenArtifact:PutInHand()
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    -- All chosen cards will have been put into hand by now, so will have been wiped from the queryDC.
    -- Choosing an ordering is outside the scope of Duels
    local queryDC = EffectDC():Get_Chest(1)
    local num_cards = queryDC:Count()
    for i=0,num_cards-1 do
       local card = queryDC:Get_CardPtr(i)
       if card ~= nil then
          card:PutOnBottomOfLibrary()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
      EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 1)
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="8">
    if EffectSource() ~= nil then
       EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[-1: Target artifact becomes a 5/5 artifact creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[-1 : L’artefact ciblé devient une créature-artefact 5/5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[-1: El artefacto objetivo es una criatura artefacto 5/5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[-1: Ein Artefakt deiner Wahl wird zu einer 5/5 Artefaktkreatur.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[</span><span style=“position:relative; font-style:italic”>[-1]</span><span style=“position:relative; font-style:normal”>: Un artefatto bersaglio diventa una creatura artefatto 5/5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[-1: アーティファクト1つを対象とする。それは5/5のアーティファクト・クリーチャーになる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[-1: Target artifact becomes a 5/5 artifact creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[-1: целевой артефакт становится артефактным существом 5/5.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[-1: O artefato alvo torna-se uma criatura artefato 5/5.]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Loyalty" />
    <COST type="RemoveCountersSelf" amount="1" counter_type="Loyalty" />
    <AVAILABILITY per_turn_limit="1" sorcery_time="1" />
    <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_TO_ANIMATE" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(1)
    delayDC:Set_CardPtr( 0, EffectSource() )
    MTG():CreateDelayedTrigger(0, delayDC)
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="4">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local card_type = characteristics:CardType_GetWritable()
       local sub_type = characteristics:SubType_GetWritable()
       card_type:Add(CARD_TYPE_CREATURE)
       sub_type:ClearAllOfType(CARD_TYPE_CREATURE)
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="7B">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:Power_Set(5)
       characteristics:Toughness_Set(5)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectController() == nil
    </DURATION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="0">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ABILITY_RESOLVED" />
    <CONTINUOUS_ACTION layer="8">
    local source = EffectDC():Get_CardPtr(0)
    if source ~= nil then
       source:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[-4: Target player loses X life and you gain X life, where X is twice the number of artifacts you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[-4 : Le joueur ciblé perd X points de vie et vous gagnez X points de vie, X étant le double du nombre d’artefacts que vous contrôlez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[-4: El jugador objetivo pierde X vidas y tú ganas X vidas, donde X es el doble del número de artefactos que controlas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[-4: Ein Spieler deiner Wahl verliert X Lebenspunkte, und du erhältst X Lebenspunkte dazu, wobei X das Doppelte der Anzahl an Artefakten ist, die du kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[</span><span style=“position:relative; font-style:italic”>[-4]</span><span style=“position:relative; font-style:normal”>: Un giocatore bersaglio perde X punti vita e tu guadagni X punti vita, dove X è pari al doppio del numero di artefatti che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[-4: プレイヤー1人を対象とする。そのプレイヤーはX点のライフを失い、あなたはX点のライフを得る。Xはあなたがコントロールするアーティファクトの総数の2倍に等しい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[-4: Target player loses X life and you gain X life, where X is twice the number of artifacts you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[-4: целевой игрок теряет X жизней, а вы получаете X жизней, где X — удвоенное количество артефактов под вашим контролем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[-4: O jogador alvo perde X pontos de vida e você ganha X pontos de vida, sendo X igual ao dobro do número de artefatos que você controla.]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Loyalty" />
    <COST type="RemoveCountersSelf" amount="4" counter_type="Loyalty" />
    <AVAILABILITY per_turn_limit="1" sorcery_time="1" />
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_ARTIFACTS_LOSE_X_GAIN_X" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    local total = filter:Count()
    if target_player ~= nil then
       target_player:LoseLife(2*total)
       EffectController():GainLife(2*total)
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </ACTIVATED_ABILITY>
-- destroy planeswalker if 0 loyalty.
  <TRIGGERED_ABILITY replacement_effect="1">
    <TRIGGER value="STATE_BASED_EFFECTS" pre_trigger="1">
    return EffectSource():CountCounters( MTG():GetCountersType("Loyalty") ) &lt; 1
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    EffectSource():PutInGraveyard()
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
-- redirection damage (combat)
  <TRIGGERED_ABILITY replacement_effect="1">
    <TRIGGER value="ATTACKING" pre_trigger="1">
    if TriggerObject():GetCurrentCharacteristics():Bool_Get(CHARACTERISTIC_PHASING) == false and
       TriggerObject():GetPlayerAttacked() == EffectController() then
       return true
    end
    return false
    </TRIGGER>
    <CONTINUOUS_ACTION layer="1">
    if TriggerObject() ~= nil and TriggerObject():GetCurrentCharacteristics():Bool_Get(CHARACTERISTIC_PHASING) == false then
       TriggerObject():GetCurrentCharacteristics():GrantAbility(9)
        TriggerObject():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_PHASING, 1)
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_query="1" resource_id="9">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever this creature attacks and isn't blocked, its controller may assign damage to a planeswalker.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING_AND_ISNT_BLOCKED" simple_qualifier="self" pre_trigger="1" />
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
      local player = TriggerObject():GetOwner()
      local filter = ClearFilter()
      local subfilter = filter:AddSubFilter_And()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
        subfilter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_LEGENDARY )
        subfilter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_SNOW )
        subfilter:Add( FE_CONTROLLER, OP_IS, TriggerObject():GetPlayerAttacked() )
        subfilter:Add( FE_ZONE, OP_IS, ZONE_BATTLEFIELD )
      player:ChooseItem("CARD_QUERY_CHOOSE_PLANESWALKER", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local planeswalker = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local victim = TriggerObject():GetPlayerAttacked()
    local queryDC = EffectDC():Make_Chest(2)
    local answerDC = EffectDC():Make_Targets(2)
    if planeswalker ~= nil and victim:IsAI() == false then
        queryDC:Set_CardPtr(0, planeswalker)
       victim:ChooseItemFromDC( "CARD_QUERY_CHOSEN_PLANESWALKER", queryDC, answerDC, QUERY_FLAG_MAY)
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local planeswalker = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if planeswalker ~= nil then
      planeswalker:RemoveCounters( MTG():GetCountersType("Loyalty"), TriggerObject():GetCurrentPower() )
      EffectDC():Set_Int(0, 1)
     else
      EffectDC():Set_Int(0, 0)
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="8">
    local redirect = EffectDC():Get_Int(0)
    if redirect == 1 and TriggerObject() ~= nil then
      TriggerObject():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_DOESNT_DEAL_DAMAGE, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
-- redirection damage (sorcery/instant/abilities)
  <TRIGGERED_ABILITY replacement_query="1">
    <TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" pre_trigger="1">
    if SecondaryPlayer() == EffectController() and
       TriggerObject():GetOwner() ~= EffectController() and
       ( TriggerObject():GetCardType():Test(CARD_TYPE_INSTANT) or
       TriggerObject():GetCardType():Test(CARD_TYPE_SORCERY) or
       TriggerObject():IsAttacking() == false ) then
       EffectDC():Int_Set(0, Damage():GetAmount() )
       Damage():PreventAll()
       return true
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        local player = TriggerObject():GetOwner()
        local filter = ClearFilter()
        local subfilter = filter:AddSubFilter_And()
          subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
           subfilter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_LEGENDARY )
           subfilter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_SNOW )
           subfilter:Add( FE_CONTROLLER, OP_IS, EffectController() )
           subfilter:Add( FE_ZONE, OP_IS, ZONE_BATTLEFIELD )
        player:ChooseItem("CARD_QUERY_CHOOSE_PLANESWALKER", EffectDC():Make_Targets(1), QUERY_FLAG_MAY )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       local planeswalker = EffectDC():Get_Targets(1):Get_CardPtr(0)
       local victim = SecondaryPlayer()
       local queryDC = EffectDC():Make_Chest(2)
       local answerDC = EffectDC():Make_Targets(2)
       if planeswalker ~= nil and victim:IsAI() == false then
           queryDC:Set_CardPtr(0, planeswalker)
          victim:ChooseItemFromDC( "CARD_QUERY_CHOSEN_PLANESWALKER", queryDC, answerDC, QUERY_FLAG_MAY)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
      local planeswalker = EffectDC():Get_Targets(1):Get_CardPtr(0)
      local damage = EffectDC():Int_Get(0)
      if planeswalker ~= nil then
         planeswalker:RemoveCounters( MTG():GetCountersType("Loyalty"), damage )
        elseif damage &gt; 0 then
         EffectController():LoseLife( damage )
      end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
-- card exceptions (abrupt decay, maelstrom pulse, etc)
  <TRIGGERED_ABILITY replacement_effect="1">
    <TRIGGER value="CARD_CONSIDERED_FOR_TARGETTING" simple_qualifier="self" pre_trigger="1">
    if G2K_PLWExceptionList( SecondaryObject() ) == true then
       MTG():OverrideEvent()
       return true
    end
    return false
    </TRIGGER>
  </TRIGGERED_ABILITY>
  <AI_COUNTER_SCORE type="Loyalty" score="100" />
  <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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