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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by DrakkenMT » 01 Nov 2013, 20:07
ooooh, that makes sense. will the trigger still have the "may" type action for the sacrifice rather than forcing one though?
Re: Formal Request Thread
by thefiremind » 01 Nov 2013, 21:10
I added QUERY_FLAG_MAY to the sacrifice query, so you can click on Finish if you don't want to sacrifice. A <MAY /> block would just force the player to click one more button, with no advantage.DrakkenMT wrote:will the trigger still have the "may" type action for the sacrifice rather than forcing one though?
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Re: Formal Request Thread
by NEMESiS » 01 Nov 2013, 23:07
Thank you, I will give it ago.thefiremind wrote:Start from this:NEMESiS wrote:I would take an "attempt" at its restrictions of the card if any of you wants to offer your time. I don't think I can come close to coding the restrictions.Everytime you come up with a scenario where Ruhan isn't allowed to attack a player, add the conditions to the first ability as I did for Form of the Dragon. At least, it's a start.
- Ruhan of the Fomori (incomplete) | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="RUHAN_OF_THE_FOMORI_991236477" />
<CARDNAME text="RUHAN_OF_THE_FOMORI" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ruhan des Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ruhan de los Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ruhan von den Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ruhan dei Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[フォモーリのルーハン]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ruhan of the Fomori]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="991236477" />
<ARTID value="991236477" />
<ARTIST name="Raymond Swanland" />
<CASTING_COST cost="{1}{R}{W}{U}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Libre de toute allégeance, motivé par la guerre.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Libre de lealtades, impulsado por la guerra.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Krieg treibt ihn an, egal wohin.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Libero da qualsiasi fedeltà, spinto dalla guerra.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忠義により自由となり、戦争により突き動かされる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Unfettered by allegiance, driven by war.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Giant" />
<SUB_TYPE metaname="Warrior" />
<EXPANSION value="CMD" />
<RARITY metaname="M" />
<POWER value="7" />
<TOUGHNESS value="7" />
<STATIC_ABILITY linked_ability_group="1">
<CONTINUOUS_ACTION layer="8">
-- If Ruhan can't attack the chosen opponent, set state to 0 in this action.
local source = EffectSource()
if source ~= nil then
local filter = ClearFilter()
local opponent = LinkedDC():Get_PlayerPtr(0)
local state = 1
-- 1. No chosen opponent
if opponent == nil then
state = 0
end
-- 2. Opponent controls a Form of the Dragon and Ruhan can't fly
filter:Clear()
filter:Add(FE_CONTROLLER, OP_IS, opponent)
filter:Add(FE_CARD_NAME, OP_IS, "FORM_OF_THE_DRAGON")
if filter:CountStopAt(1) == 1 and source:GetCurrentCharacteristics():Bool_Get(CHARACTERISTIC_FLYING) == false then
state = 0
end
LinkedDC():Set_Int(1, state)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début du combat pendant votre tour, choisissez un adversaire au hasard. Ruhan des Fomori attaque ce joueur pendant ce combat si possible.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo del combate en tu turno, elige un oponente al azar. Ruhan de los Fomori ataca a ese jugador este combate si puede.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bestimme zu Beginn des Kampfes in deinem Zug einen Gegner zufällig. Ruhan von den Fomori greift diesen Spieler in diesem Kampf an, falls möglich.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del combattimento nel tuo turno, scegli un avversario a caso. Ruhan dei Fomori attacca quel giocatore in questo combattimento, se può farlo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのターンの戦闘の開始時に、対戦相手1人を無作為に選ぶ。 フォモーリのルーハンは可能ならそのプレイヤーを攻撃する。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return MTG():GetStep() == STEP_BEGIN_COMBAT
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:SetFilterType(FILTER_TYPE_PLAYERS)
filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
local count = filter:EvaluatePlayers()
local index = MTG():RandomNumberBetween(0, count-1)
local opponent = filter:GetNthEvaluatedPlayer(index)
LinkedDC():Set_PlayerPtr(0, opponent)
MTG():CreateDelayedTrigger(1, nil)
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="1" linked_ability_group="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return MTG():GetStep() == STEP_END_OF_COMBAT
</TRIGGER>
<RESOLUTION_TIME_ACTION>
LinkedDC():Free_Compartment(0)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY linked_ability_group="1">
<CONTINUOUS_ACTION layer="8">
if LinkedDC():Get_Int(1) == 1 then
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_MUST_ATTACK, 1)
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
<TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self" pre_trigger="1">
if LinkedDC():Get_Int(1) == 1 then
return TriggerPlayer() ~= LinkedDC():Get_PlayerPtr(0)
end
return false
</TRIGGER>
</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" />
<AI_BASE_SCORE score="-150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>

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Re: Formal Request Thread
by Rickycoe123 » 02 Nov 2013, 21:02
Could i please have someone create Triad of Fates please
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Re: Formal Request Thread
by thefiremind » 02 Nov 2013, 22:25
If you search for "Triad" on the forum, sumomole's mod is one of the results...Rickycoe123 wrote:Could i please have someone create Triad of Fates please

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Re: Formal Request Thread
by drleg3nd » 03 Nov 2013, 06:19
hey guys can someone chk this out..thx
- Waste Not | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="21">
<FILENAME text="WASTE_NOT_812350102" />
<CARDNAME text="WASTE_NOT" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[WASTE_NOT]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="812350102" />
<ARTID value="812350102" />
<ARTIST name="Matt Stewart" />
<CASTING_COST cost="{1}{B}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="DPI" />
<RARITY metaname="M" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever an opponent discards a creature card, put a 2/2 black Zombie creature token on the the battlefield.]]></LOCALISED_TEXT>
<TRIGGER value="DISCARD" simple_qualifier="CARD_TYPE_CREATURE">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_ZOMBIE_2_2_B_350768", 1, EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever an opponent discards a land card, add {B}{B} to you mana pool.]]></LOCALISED_TEXT>
<TRIGGER value="DISCARD" simple_qualifier="CARD_TYPE_LAND">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
RSN_Produce( "{B}{B}", 1 )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever an opponent discards a noncreature, nonland card, draw a card.]]></LOCALISED_TEXT>
<TRIGGER value="DISCARD" simple_qualifier="CARD_TYPE_CREATURE"== false "CARD_TYPE_LAND"== false>
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ZOMBIE_2_2_B_350768" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Re: Formal Request Thread
by thefiremind » 03 Nov 2013, 09:43
Using simple_qualifier like that is... uhm... very creative!drleg3nd wrote:hey guys can someone chk this out..thx

- Code: Select all
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
- Code: Select all
<TRIGGER value="DISCARD">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
- Code: Select all
<TRIGGER value="DISCARD">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) == false and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) == false
</TRIGGER>
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Re: Formal Request Thread
by drleg3nd » 03 Nov 2013, 11:54
lol,i was using primeval bounty as my base and when i saw simple qualifier it looked so easy i tried to apply it to everything..was hoping it was another way to make things a lil more simpler like your scry code.thefiremind wrote:Using simple_qualifier like that is... uhm... very creative!Have you thought about looking into landfall cards for examples of how to make your triggers consider lands (or other card types)? If this is landfall:
then "Whenever an opponent discards a land card" must be:
- Code: Select all
<TRIGGER value="ZONECHANGE_END" simple_qualifier="objectyoucontrol" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>same for creature cards, while the third ability will need both tests to be false:
- Code: Select all
<TRIGGER value="DISCARD">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND )
</TRIGGER>
- Code: Select all
<TRIGGER value="DISCARD">
return TriggerObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) == false and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) == false
</TRIGGER>
Re: Formal Request Thread
by thefiremind » 03 Nov 2013, 13:00
simple_qualifier can perform only certain checks, and only one per trigger (meaning that if you need to do 2 or more checks that simple_qualifier can perform, you need to choose one for the simple_qualifier and code the other ones the usual way). Of course nobody taught me that, I just came to those conclusions by looking at the official cards.
- "objectyoucontrol" --> TriggerObject():GetPlayer() == EffectController()
- "controller" --> TriggerPlayer() == EffectController()
- "self" --> TriggerObject() == EffectSource()
- "another" --> TriggerObject() ~= EffectSource() (not sure if this still works in DotP2014, the executable still lists it so it probably works)
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Re: Formal Request Thread
by DrakkenMT » 03 Nov 2013, 20:40
Was wondering about Elderscale Wurm. so far haven't seen anything to help with the "As long as you have 7 or more life, damage that would reduce you to less than 7 reduces you to 7 instead"
Thank you Much
Thank you Much
Re: Formal Request Thread
by thefiremind » 03 Nov 2013, 20:51
I quickly updated it from DotP2013. The necessary trigger still exists, so hopefully it should still work.DrakkenMT wrote:Was wondering about Elderscale Wurm. so far haven't seen anything to help with the "As long as you have 7 or more life, damage that would reduce you to less than 7 reduces you to 7 instead"
- Elderscale Wurm (untested) | Open
- Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="ELDERSCALE_WURM_301086" />
<CARDNAME text="ELDERSCALE_WURM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Elderscale Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Guivre séculaire]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sierpe escamas ancianas]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Altschuppiger Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Wurm Scagliantica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[古鱗のワーム]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[늙은비늘 웜]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Могучий Вурм-Старейшина]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vorme Vetusto]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="301086" />
<ARTID value="143888" />
<ARTIST name="Richard Wright" />
<CASTING_COST cost="{4}{G}{G}{G}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Wurm" />
<EXPANSION value="DPG" />
<RARITY metaname="M" />
<POWER value="7" />
<TOUGHNESS value="7" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Guivre séculaire arrive sur le champ de bataille, si votre total de points de vie est inférieur à 7, il devient 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Sierpe escamas ancianas entre al campo de batalla, si tu total de vidas es menos que 7, se convierte en 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Altschuppige Wurm ins Spiel kommt und du weniger als 7 Lebenspunkte hast, erhöht sich dein Lebenspunktestand auf 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Wurm Scagliantica entra nel campo di battaglia, se i tuoi punti vita sono meno di 7, diventano 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[古鱗のワームが戦場に出たとき、あなたのライフが7点未満である場合、あなたのライフの総量は7点になる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[늙은비늘 웜이 전장에 들어올 때, 만약 당신의 생명 총점이 7점보다 낮다면, 당신의 생명 총점은 7점이 된다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Могучий Вурм-Старейшина выходит на поле битвы, если ваше количество жизней меньше 7, ваше количество жизней становится равным 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Vorme Vetusto entrar no campo de batalha, se seu total de pontos de vida for inferior a 7, seu total de pontos de vida se tornará 7.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
<INTERVENING_IF>
return EffectController():GetLifeTotal() < 7
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
EffectController():SetLifeTotal(7)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tant que votre total de points de vie est supérieur ou égal à 7, les blessures qui devraient réduire celui-ci à moins de 7 le réduisent à 7 à la place.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras tengas 7 o menos vidas, el daño que fuera a reducir tu total de vidas a menos de 7, en vez de eso, lo reduce a 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Solange du 7 oder mehr Lebenspunkte hast, reduziert Schaden, der deine Lebenspunkte auf unter 7 reduzieren würde, sie stattdessen auf 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fintanto che hai 7 o più punti vita, qualsiasi danno che ridurrebbe i tuoi punti vita a meno di 7 li riduce invece a 7.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのライフが7点以上であるかぎり、あなたのライフの合計を7点以下に減少させるダメージは、代わりにあなたのライフの総量が7点になるまで減少させる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신의 생명 총점이 7점 이상인 한, 당신의 생명 총점을 7점보다 낮게 만들 피해는 대신에 당신의 생명 총점을 7점으로 낮춘다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пока у вас не менее 7 жизней, повреждения, которые должны снизить количество ваших жизней до значения менее 7, снижают его до 7 вместо этого.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enquanto você tiver 7 ou mais pontos de vida, o dano que reduziria seu total de pontos de vida para menos de 7, em vez disso, o reduzirá a 7.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_LOST_LIFE_FROM_DAMAGE" pre_trigger="1">
-- This effect protects the team in 2HG
return EffectController():GetTeam() == TriggerPlayer():GetTeam()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = TriggerPlayer()
if player ~= nil then
local current_life = player:GetLifeTotal()
if current_life > 6 then
local life_to_lose = GetAmount()
if (current_life - life_to_lose) < 7 then
SetAmount(current_life - 7)
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="8">
local current_life = EffectController():GetLifeTotal()
if current_life > 6 then
EffectController():GetCurrentCharacteristics():Bool_Set(PLAYER_CHARACTERISTIC_AI_WORSHIP_HACK, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
<SFX text="COMBAT_BITE_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BITE_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
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Re: Formal Request Thread
by DrakkenMT » 04 Nov 2013, 00:46
sweet, thanks TFM, sorry for the delay in the responce
Re: Formal Request Thread
by wtb300 » 04 Nov 2013, 03:20
I dont want a deck but i am looking for Squadron Hawk. if someone could maybe point me in the right direction that would be great
Re: Formal Request Thread
by sumomole » 04 Nov 2013, 04:41
herewtb300 wrote:I dont want a deck but i am looking for Squadron Hawk. if someone could maybe point me in the right direction that would be great
-
sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
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Re: Formal Request Thread
by drleg3nd » 05 Nov 2013, 07:40
hey guys, can someone chk out this code,thx
- Prognostic Sphinx | Open
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Défaussez-vous d’une carte : Le Sphinx des auspices acquiert la défense talismanique jusqu’à la fin du tour. Engagez-le.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Descartar una carta: La Esfinge adivina gana la habilidad de antimaleficio hasta el final del turno. Gírala.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wirf eine Karte aus deiner Hand ab: Die Prophezeiende Sphinx erhält Fluchsicherheit bis zum Ende des Zuges. Tappe sie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scarta una carta: La Sfinge Profetica ha anti-malocchio fino alla fine del turno. TAPpala.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[カードを1枚捨てる:予知するスフィンクスはターン終了時まで呪禁を得る。これをタップする。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[카드 한 장을 버린다: 선견지명 스핑크스는 턴종료까지 방호 능력을 얻는다. 선견지명 스핑크스를 탭한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сбросьте карту: Сфинкс-Провидец получает Порчеустойчивость до конца хода. Поверните его.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Descarte um card: Esfinge Prognóstica ganha resistência a magia até o final do turno. Vire-a.]]></LOCALISED_TEXT>
<COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController() )
</COST_DEFINITION>
<CONTINUOUS_ACTION layer="6">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_HEXPROOF, 1 )
end
TriggerObject():Tap()
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AUTO_SKIP always="1" />
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Prognostic Sphinx attacks, scry 3.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Sphinx des auspices attaque, regard 3.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la Esfinge adivina ataque, adivina 3.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn die Prophezeiende Sphinx angreift, wende Hellsicht 3 an.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la Sfinge Profetica attacca, profetizza 3.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[予知するスフィンクスが攻撃するたび、占術3を行う。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[선견지명 스핑크스가 공격할 때마다, 점술 3을 한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Сфинкс-Провидец атакует, предскажите 3.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Esfinge Prognóstica atacar, use vidência 3.]]></LOCALISED_TEXT>
<TRIGGER value="ATTACKING" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
TFM_Scry_Resolution1(3)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
TFM_Scry_Resolution2()
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
TFM_Scry_Resolution3()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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