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Formal Request Thread

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Re: Formal Request Thread

Postby NeoAnderson » 01 Jan 2014, 13:14

Hey Riiak,
Here you can find the final card : Tetravus
It works fine just one thing, about the tokens "Cannot be enchanted", i had to use the same work around used for Guardian Beast.
There still be the little problem when an Aura is put into battlefield directly without cast it.
Tetravus | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TETRAVUS_202590" />
  <CARDNAME text="TETRAVUS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tetravus]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="202590" />
  <ARTID value="202590" />
  <ARTIST name="Mark Tedin" />
  <CASTING_COST cost="{6}" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Construct" />
  <EXPANSION value="ME4" />
  <RARITY metaname="R" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <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 replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Tetravus entra nel campo di battaglia con tre segnalini +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <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():PlusOnePlusOneCounters(), 3)
    end
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>


<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return  (MTG():GetStep() == STEP_UPKEEP)
    </TRIGGER>
    <CLEANUP fire_once="1" />
<PLAY_TIME_ACTION>
    local player = EffectController()
    if EffectSource() ~= nil then
      local PossibleTargets = 0
      local counters = 0
      counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
      MTG():ClearFilterMark()
      local filter = ClearFilter()
      local chest = RSN_GetObjectDC( Object(), false )
      if chest ~= nil then
         local count_so_far = chest:Get_Int(0)
         for i = 1, (count_so_far) do
         local target = chest:Get_CardPtr(i)
          if target ~= nil then
           target:MarkForFilter()
         end
         end
         filter:SetMarkedObjectsOnly()
         if filter:Count() ~= nil then
            PossibleTargets = filter:Count()
         end
      end
      player:BeginNewMultipleChoice()   
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_1_TETRAVUS", (counters &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_2_TETRAVUS", (PossibleTargets &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_3_TETRAVUS", (counters &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_4_TETRAVUS", (PossibleTargets &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_5_TETRAVUS" )
      player:AskMultipleChoiceQuestion( "CARD_QUERY_TETRAVUS_TRIGGERS_ORDER", EffectSource() )
    end
</PLAY_TIME_ACTION>
   
<PLAY_TIME_ACTION>
    if EffectSource() ~= nil then
      local result = EffectController():GetMultipleChoiceResult()
      if result == 0 then
          LinkedDC():Set_Int(0,1)
      elseif result == 1 then
          LinkedDC():Set_Int(0,2)
      elseif result == 2 then
          LinkedDC():Set_Int(0,3)
      elseif result == 3 then
          LinkedDC():Set_Int(0,4)
      else
         LinkedDC():Set_Int(0,0)
      end
    end
</PLAY_TIME_ACTION>
</TRIGGERED_ABILITY>


<TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, puoi rimuovere un qualsiasi numero di segnalini +1/+1 dal Tetravus. Se lo fai, metti sul campo di battaglia altrettante pedine creatura artefatto Tetravite 1/1 incolori. Ognuna di esse ha volare e “Questa creatura non può essere incantata.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return  (MTG():GetStep() == STEP_UPKEEP)
    </TRIGGER>
    <CLEANUP fire_once="1" />

      <RESOLUTION_TIME_ACTION>
                if LinkedDC():Get_Int(0) == 2 then
      local Player = EffectController()
                local counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
      if (Player ~= nil) then
             Player:BeginNewNumericalChoice()
             Player:AddNumericalChoiceAnswer(counters)
             Player:AskNumericalChoiceQuestion( "CARD_QUERY_TETRAVUS" )
      end
                end
      </RESOLUTION_TIME_ACTION>
                <RESOLUTION_TIME_ACTION>
                if LinkedDC():Get_Int(0) == 2 then
      local Player = EffectController()
       local CountersToRemove = Player:GetNumericalChoiceResult()
                EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), CountersToRemove)
                MTG():PutTokensOntoBattlefield( "TOKEN_TETRAVITE_1_1_C_F_202590001", CountersToRemove, EffectController(), EffectDC():Make_Chest(0) )
                end
      </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 then
   local target_player = EffectController()
      local tokenDC = EffectDC():Get_Chest(0)
     
      local count_so_far = 0
        local chest =  RSN_GetObjectDC( Object(), false )
         if chest == nil then
            chest = RSN_ObjectDC()
         end
       for i=0,tokenDC:Count()-1 do
          local target_card = tokenDC:Get_CardPtr(i)
              if target_card ~= nil  then
                         count_so_far = chest:Get_Int(0)
             chest:Set_CardPtr(1 + count_so_far, target_card)
             chest:Protect_CardPtr(1 + count_so_far)
             chest:Set_Int(0, count_so_far + 1)
               end
         end
    end
    </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 1 then
    MTG():ClearFilterMark()
    local filter = ClearFilter()
    local chest = RSN_GetObjectDC( Object(), false )
    if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
       for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
       if target ~= nil then
         target:MarkForFilter()
        end
      end
    filter:SetMarkedObjectsOnly()
    local PossibleTargets = filter:Count()
    EffectController():SetItemCount( PossibleTargets )
    for i = 0, (PossibleTargets - 1) do
        EffectController():SetItemPrompt(i, "CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" )
    end
       EffectController():ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    end
    end
    </RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 1 then
if EffectDC():Get_Targets(0) ~= nil then
local Targets = EffectDC():Get_Targets(0):Count()
if Targets &gt; 0 then
 local ChestA = EffectDC():Make_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
        if target ~= nil then
            local value = 0
               for j = 0,(Targets - 1) do
                  local target_card = EffectDC():Get_Targets(0):Get_CardPtr(j)
                  if target_card == target  then
                     value = 1
                  end
               end
               if value == 0 then
                  secondCount = secondCount + 1
                  ChestA:Set_CardPtr(secondCount, target)
               end
        end 
    end
    ChestA:Set_Int(0, secondCount)
 end     
end
end
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 1 then
 local ChestA = EffectDC():Get_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if ChestA ~= nil then
    local count_so_far = ChestA:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = ChestA:Get_CardPtr(i)
        if target ~= nil then
               secondCount = secondCount + 1
               chest:Set_CardPtr(secondCount, target)
        end 
    end
    chest:Set_Int(0, secondCount)
 end     
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 1 then
if EffectDC():Get_Targets(0) ~= nil then
 local Targets = EffectDC():Get_Targets(0):Count()
      if Targets &gt; 0 then
         for i = 0,(Targets - 1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
              if target_card ~= nil  then
         target_card:Exile()
                        EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
               end
         end
      end
end
end
</RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, puoi esiliare un qualsiasi numero di pedine messe sul campo di battaglia con il Tetravus. Se lo fai, metti altrettanti segnalini +1/+1 sul Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return  (MTG():GetStep() == STEP_UNTAP)
    </TRIGGER>
    <CLEANUP fire_once="1" />

      <RESOLUTION_TIME_ACTION>
                if (LinkedDC():Get_Int(0) == 1) or (LinkedDC():Get_Int(0) == 3) then
      local Player = EffectController()
                local counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
      if (Player ~= nil) then
             Player:BeginNewNumericalChoice()
             Player:AddNumericalChoiceAnswer(counters)
             Player:AskNumericalChoiceQuestion( "CARD_QUERY_TETRAVUS" )
      end
                end
      </RESOLUTION_TIME_ACTION>
                <RESOLUTION_TIME_ACTION>
                if (LinkedDC():Get_Int(0) == 1) or (LinkedDC():Get_Int(0) == 3) then
      local Player = EffectController()
       local CountersToRemove = Player:GetNumericalChoiceResult()
                EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), CountersToRemove)
                MTG():PutTokensOntoBattlefield( "TOKEN_TETRAVITE_1_1_C_F_202590001", CountersToRemove, EffectController(), EffectDC():Make_Chest(0) )
                end
      </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if (LinkedDC():Get_Int(0) == 1) or (LinkedDC():Get_Int(0) == 3) then
   local target_player = EffectController()
      local tokenDC = EffectDC():Get_Chest(0)
      local count_so_far = 0
        local chest =  RSN_GetObjectDC( Object(), false )
         if chest == nil then
            chest = RSN_ObjectDC()
         end
       for i=0,tokenDC:Count()-1 do
          local target_card = tokenDC:Get_CardPtr(i)
              if target_card ~= nil  then
                         count_so_far = chest:Get_Int(0)
             chest:Set_CardPtr(1 + count_so_far, target_card)
             chest:Protect_CardPtr(1 + count_so_far)
             chest:Set_Int(0, count_so_far + 1)
               end
         end
    end
    </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
    MTG():ClearFilterMark()
    local filter = ClearFilter()
    local chest = RSN_GetObjectDC( Object(), false )
    if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
       for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
       if target ~= nil then
         target:MarkForFilter()
        end
      end
    filter:SetMarkedObjectsOnly()
    local PossibleTargets = filter:Count()
    EffectController():SetItemCount( PossibleTargets )
    for i = 0, (PossibleTargets - 1) do
        EffectController():SetItemPrompt(i, "CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" )
    end
       EffectController():ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    end
    end
    </RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
if EffectDC():Get_Targets(0) ~= nil then
local Targets = EffectDC():Get_Targets(0):Count()
if Targets &gt; 0 then
 local ChestA = EffectDC():Make_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
        if target ~= nil then
            local value = 0
               for j = 0,(Targets - 1) do
                  local target_card = EffectDC():Get_Targets(0):Get_CardPtr(j)
                  if target_card == target  then
                     value = 1
                  end
               end
               if value == 0 then
                  secondCount = secondCount + 1
                  ChestA:Set_CardPtr(secondCount, target)
               end
        end 
    end
    ChestA:Set_Int(0, secondCount)
 end     
end
end
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
 local ChestA = EffectDC():Get_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if ChestA ~= nil then
    local count_so_far = ChestA:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = ChestA:Get_CardPtr(i)
        if target ~= nil then
               secondCount = secondCount + 1
               chest:Set_CardPtr(secondCount, target)
        end 
    end
    chest:Set_Int(0, secondCount)
 end     
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
if EffectDC():Get_Targets(0) ~= nil then
 local Targets = EffectDC():Get_Targets(0):Count()
      if Targets &gt; 0 then
         for i = 0,(Targets - 1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
              if target_card ~= nil  then
         target_card:Exile()
                        EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
               end
         end
      end
end
end
</RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>

<TOKEN_REGISTRATION reservation="1" type="TOKEN_TETRAVITE_1_1_C_F_202590001" />
  <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>

I made 5 possible choise into multiple choice.
1. Trigger ability 1 and 2
2. Trigger ability 2 and 1
3. Trigger ability 1
4. Trigger ability 2
5. No trigger.
The options could be selected only if it can be playable.

Here you can find the token :
TETRAVITE | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TOKEN_TETRAVITE_1_1_C_F_202590001" />
   <CARDNAME text="TOKEN_TETRAVITE_1_1_C_F" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="202590001" />
   <ARTID value="202590001" />
   <ARTIST name="BaxaArt" />
   <CASTING_COST cost="" />
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Tetravite" />
   <EXPANSION value="AQ" />
   <RARITY metaname="T" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <TOKEN />
   <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 replacement_query="1">
      <TRIGGER value="AURA_ATTACHED" pre_trigger="1">
    if  SecondaryObject()~= nil and TriggerObject()~= nil and TriggerObject():GetSubType():Test( ENCHANTMENT_TYPE_AURA ) and  SecondaryObject() == EffectSource()  then
          local opponent_player = TriggerObject():GetController()
          if opponent_player ~= nil then
             local oVal = 1
            local filter = ClearFilter()
             filter:Add( FE_IS_PERMANENT, true )
             opponent_player:SetItemCount( oVal )
             for i=0, 1-1 do
                 opponent_player:SetItemPrompt( i, "CARD_QUERY_CANNOT_TARGET_THIS" )
             end
                 opponent_player:ChooseItems( EffectDC():Make_Targets(2), QUERY_FLAG_UP_TO )
          end
          local target = EffectDC():Get_Targets(2):Get_CardPtr(0)
          if (target ~= nil) then
           TriggerObject():Attach( target )
          end
          local filter = ClearFilter()
           filter = TriggerObject():LoadTargetDefinition(0)
           filter:Add( FE_CARD_NAME, OP_NOT, SecondaryObject():GetCardName() )
           local oNum = filter:Count()
           if oNum &gt; 0 then
                local filter = ClearFilter()
                 filter:Add( FE_CARD_INSTANCE, OP_IS, TriggerObject() )
                 SecondaryObject():Protection()
              TriggerObject():PutOntoBattlefield( opponent_player )
           end
          return true
    else
        return false
    end
</TRIGGER>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY replacement_effect="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[This creature can't be enchanted]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cette créature ne peut être enchanté]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esta criatura no puede ser encantado]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Diese Kreatur kann verzaubern]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Questa creatura non può essere incantata]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このクリーチャーは魅了されることはできません]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[이 생물은 마법에 걸린 될 수 없다]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Это существо не может быть очарован]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esta criatura não pode ser encantado]]></LOCALISED_TEXT>
      <TRIGGER value="CARD_CONSIDERED_FOR_TARGETTING" simple_qualifier="objectyoucontrol" pre_trigger="1">
    if  SecondaryObject()~= nil and TriggerObject()~= nil and SecondaryObject():GetSubType():Test( ENCHANTMENT_TYPE_AURA ) and TriggerObject() == EffectSource() then
         return true
    else
        return false
    end
    </TRIGGER>
</TRIGGERED_ABILITY>
   <SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Can you take a quick look to see if i have forget something?
NeoAnderson
 
Posts: 914
Joined: 10 Sep 2013, 07:49
Has thanked: 18 times
Been thanked: 139 times

Re: Formal Request Thread

Postby RiiakShiNal » 01 Jan 2014, 14:28

NeoAnderson wrote:Hey Riiak,
Here you can find the final card : Tetravus
It works fine just one thing, about the tokens "Cannot be enchanted", i had to use the same work around used for Guardian Beast.
There still be the little problem when an Aura is put into battlefield directly without cast it.
Tetravus | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="TETRAVUS_202590" />
  <CARDNAME text="TETRAVUS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tetravus]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tetravus]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="202590" />
  <ARTID value="202590" />
  <ARTIST name="Mark Tedin" />
  <CASTING_COST cost="{6}" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Construct" />
  <EXPANSION value="ME4" />
  <RARITY metaname="R" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <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 replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Tetravus entra nel campo di battaglia con tre segnalini +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tetravus enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <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():PlusOnePlusOneCounters(), 3)
    end
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>


<TRIGGERED_ABILITY linked_ability_group="1" forced_skip="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return  (MTG():GetStep() == STEP_UPKEEP)
    </TRIGGER>
    <CLEANUP fire_once="1" />
<PLAY_TIME_ACTION>
    local player = EffectController()
    if EffectSource() ~= nil then
      local PossibleTargets = 0
      local counters = 0
      counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
      MTG():ClearFilterMark()
      local filter = ClearFilter()
      local chest = RSN_GetObjectDC( Object(), false )
      if chest ~= nil then
         local count_so_far = chest:Get_Int(0)
         for i = 1, (count_so_far) do
         local target = chest:Get_CardPtr(i)
          if target ~= nil then
           target:MarkForFilter()
         end
         end
         filter:SetMarkedObjectsOnly()
         if filter:Count() ~= nil then
            PossibleTargets = filter:Count()
         end
      end
      player:BeginNewMultipleChoice()   
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_1_TETRAVUS", (counters &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_2_TETRAVUS", (PossibleTargets &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_3_TETRAVUS", (counters &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_4_TETRAVUS", (PossibleTargets &gt; 0) )
      player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_5_TETRAVUS" )
      player:AskMultipleChoiceQuestion( "CARD_QUERY_TETRAVUS_TRIGGERS_ORDER", EffectSource() )
    end
</PLAY_TIME_ACTION>
   
<PLAY_TIME_ACTION>
    if EffectSource() ~= nil then
      local result = EffectController():GetMultipleChoiceResult()
      if result == 0 then
          LinkedDC():Set_Int(0,1)
      elseif result == 1 then
          LinkedDC():Set_Int(0,2)
      elseif result == 2 then
          LinkedDC():Set_Int(0,3)
      elseif result == 3 then
          LinkedDC():Set_Int(0,4)
      else
         LinkedDC():Set_Int(0,0)
      end
    end
</PLAY_TIME_ACTION>
</TRIGGERED_ABILITY>


<TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, puoi rimuovere un qualsiasi numero di segnalini +1/+1 dal Tetravus. Se lo fai, metti sul campo di battaglia altrettante pedine creatura artefatto Tetravite 1/1 incolori. Ognuna di esse ha volare e “Questa creatura non può essere incantata.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put that many 1/1 colorless Tetravite artifact creature tokens onto the battlefield. They each have flying and “This creature can’t be enchanted.”]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return  (MTG():GetStep() == STEP_UPKEEP)
    </TRIGGER>
    <CLEANUP fire_once="1" />

      <RESOLUTION_TIME_ACTION>
                if LinkedDC():Get_Int(0) == 2 then
      local Player = EffectController()
                local counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
      if (Player ~= nil) then
             Player:BeginNewNumericalChoice()
             Player:AddNumericalChoiceAnswer(counters)
             Player:AskNumericalChoiceQuestion( "CARD_QUERY_TETRAVUS" )
      end
                end
      </RESOLUTION_TIME_ACTION>
                <RESOLUTION_TIME_ACTION>
                if LinkedDC():Get_Int(0) == 2 then
      local Player = EffectController()
       local CountersToRemove = Player:GetNumericalChoiceResult()
                EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), CountersToRemove)
                MTG():PutTokensOntoBattlefield( "TOKEN_TETRAVITE_1_1_C_F_202590001", CountersToRemove, EffectController(), EffectDC():Make_Chest(0) )
                end
      </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 then
   local target_player = EffectController()
      local tokenDC = EffectDC():Get_Chest(0)
     
      local count_so_far = 0
        local chest =  RSN_GetObjectDC( Object(), false )
         if chest == nil then
            chest = RSN_ObjectDC()
         end
       for i=0,tokenDC:Count()-1 do
          local target_card = tokenDC:Get_CardPtr(i)
              if target_card ~= nil  then
                         count_so_far = chest:Get_Int(0)
             chest:Set_CardPtr(1 + count_so_far, target_card)
             chest:Protect_CardPtr(1 + count_so_far)
             chest:Set_Int(0, count_so_far + 1)
               end
         end
    end
    </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 1 then
    MTG():ClearFilterMark()
    local filter = ClearFilter()
    local chest = RSN_GetObjectDC( Object(), false )
    if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
       for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
       if target ~= nil then
         target:MarkForFilter()
        end
      end
    filter:SetMarkedObjectsOnly()
    local PossibleTargets = filter:Count()
    EffectController():SetItemCount( PossibleTargets )
    for i = 0, (PossibleTargets - 1) do
        EffectController():SetItemPrompt(i, "CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" )
    end
       EffectController():ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    end
    end
    </RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 1 then
if EffectDC():Get_Targets(0) ~= nil then
local Targets = EffectDC():Get_Targets(0):Count()
if Targets &gt; 0 then
 local ChestA = EffectDC():Make_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
        if target ~= nil then
            local value = 0
               for j = 0,(Targets - 1) do
                  local target_card = EffectDC():Get_Targets(0):Get_CardPtr(j)
                  if target_card == target  then
                     value = 1
                  end
               end
               if value == 0 then
                  secondCount = secondCount + 1
                  ChestA:Set_CardPtr(secondCount, target)
               end
        end 
    end
    ChestA:Set_Int(0, secondCount)
 end     
end
end
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 1 then
 local ChestA = EffectDC():Get_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if ChestA ~= nil then
    local count_so_far = ChestA:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = ChestA:Get_CardPtr(i)
        if target ~= nil then
               secondCount = secondCount + 1
               chest:Set_CardPtr(secondCount, target)
        end 
    end
    chest:Set_Int(0, secondCount)
 end     
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 1 then
if EffectDC():Get_Targets(0) ~= nil then
 local Targets = EffectDC():Get_Targets(0):Count()
      if Targets &gt; 0 then
         for i = 0,(Targets - 1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
              if target_card ~= nil  then
         target_card:Exile()
                        EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
               end
         end
      end
end
end
</RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, puoi esiliare un qualsiasi numero di pedine messe sul campo di battaglia con il Tetravus. Se lo fai, metti altrettanti segnalini +1/+1 sul Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of your upkeep, you may exile any number of tokens put onto the battlefield with Tetravus. If you do, put that many +1/+1 counters on Tetravus.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
      return  (MTG():GetStep() == STEP_UNTAP)
    </TRIGGER>
    <CLEANUP fire_once="1" />

      <RESOLUTION_TIME_ACTION>
                if (LinkedDC():Get_Int(0) == 1) or (LinkedDC():Get_Int(0) == 3) then
      local Player = EffectController()
                local counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
      if (Player ~= nil) then
             Player:BeginNewNumericalChoice()
             Player:AddNumericalChoiceAnswer(counters)
             Player:AskNumericalChoiceQuestion( "CARD_QUERY_TETRAVUS" )
      end
                end
      </RESOLUTION_TIME_ACTION>
                <RESOLUTION_TIME_ACTION>
                if (LinkedDC():Get_Int(0) == 1) or (LinkedDC():Get_Int(0) == 3) then
      local Player = EffectController()
       local CountersToRemove = Player:GetNumericalChoiceResult()
                EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), CountersToRemove)
                MTG():PutTokensOntoBattlefield( "TOKEN_TETRAVITE_1_1_C_F_202590001", CountersToRemove, EffectController(), EffectDC():Make_Chest(0) )
                end
      </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if (LinkedDC():Get_Int(0) == 1) or (LinkedDC():Get_Int(0) == 3) then
   local target_player = EffectController()
      local tokenDC = EffectDC():Get_Chest(0)
      local count_so_far = 0
        local chest =  RSN_GetObjectDC( Object(), false )
         if chest == nil then
            chest = RSN_ObjectDC()
         end
       for i=0,tokenDC:Count()-1 do
          local target_card = tokenDC:Get_CardPtr(i)
              if target_card ~= nil  then
                         count_so_far = chest:Get_Int(0)
             chest:Set_CardPtr(1 + count_so_far, target_card)
             chest:Protect_CardPtr(1 + count_so_far)
             chest:Set_Int(0, count_so_far + 1)
               end
         end
    end
    </RESOLUTION_TIME_ACTION>

  <RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
    MTG():ClearFilterMark()
    local filter = ClearFilter()
    local chest = RSN_GetObjectDC( Object(), false )
    if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
       for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
       if target ~= nil then
         target:MarkForFilter()
        end
      end
    filter:SetMarkedObjectsOnly()
    local PossibleTargets = filter:Count()
    EffectController():SetItemCount( PossibleTargets )
    for i = 0, (PossibleTargets - 1) do
        EffectController():SetItemPrompt(i, "CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" )
    end
       EffectController():ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    end
    end
    </RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
if EffectDC():Get_Targets(0) ~= nil then
local Targets = EffectDC():Get_Targets(0):Count()
if Targets &gt; 0 then
 local ChestA = EffectDC():Make_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if chest ~= nil then
    local count_so_far = chest:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = chest:Get_CardPtr(i)
        if target ~= nil then
            local value = 0
               for j = 0,(Targets - 1) do
                  local target_card = EffectDC():Get_Targets(0):Get_CardPtr(j)
                  if target_card == target  then
                     value = 1
                  end
               end
               if value == 0 then
                  secondCount = secondCount + 1
                  ChestA:Set_CardPtr(secondCount, target)
               end
        end 
    end
    ChestA:Set_Int(0, secondCount)
 end     
end
end
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
  if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
 local ChestA = EffectDC():Get_Chest(4)
 local chest = RSN_GetObjectDC( Object(), false )
 if ChestA ~= nil then
    local count_so_far = ChestA:Get_Int(0)
    local secondCount = 0
    for i = 1, (count_so_far) do
        local target = ChestA:Get_CardPtr(i)
        if target ~= nil then
               secondCount = secondCount + 1
               chest:Set_CardPtr(secondCount, target)
        end 
    end
    chest:Set_Int(0, secondCount)
 end     
end
</RESOLUTION_TIME_ACTION>

<RESOLUTION_TIME_ACTION>
if LinkedDC():Get_Int(0) == 2 or (LinkedDC():Get_Int(0) == 4) then
if EffectDC():Get_Targets(0) ~= nil then
 local Targets = EffectDC():Get_Targets(0):Count()
      if Targets &gt; 0 then
         for i = 0,(Targets - 1) do
          local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
              if target_card ~= nil  then
         target_card:Exile()
                        EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
               end
         end
      end
end
end
</RESOLUTION_TIME_ACTION>

</TRIGGERED_ABILITY>

<TOKEN_REGISTRATION reservation="1" type="TOKEN_TETRAVITE_1_1_C_F_202590001" />
  <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>

I made 5 possible choise into multiple choice.
1. Trigger ability 1 and 2
2. Trigger ability 2 and 1
3. Trigger ability 1
4. Trigger ability 2
5. No trigger.
The options could be selected only if it can be playable.

Here you can find the token :
TETRAVITE | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TOKEN_TETRAVITE_1_1_C_F_202590001" />
   <CARDNAME text="TOKEN_TETRAVITE_1_1_C_F" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[TETRAVITE]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="202590001" />
   <ARTID value="202590001" />
   <ARTIST name="BaxaArt" />
   <CASTING_COST cost="" />
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Tetravite" />
   <EXPANSION value="AQ" />
   <RARITY metaname="T" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <TOKEN />
   <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 replacement_query="1">
      <TRIGGER value="AURA_ATTACHED" pre_trigger="1">
    if  SecondaryObject()~= nil and TriggerObject()~= nil and TriggerObject():GetSubType():Test( ENCHANTMENT_TYPE_AURA ) and  SecondaryObject() == EffectSource()  then
          local opponent_player = TriggerObject():GetController()
          if opponent_player ~= nil then
             local oVal = 1
            local filter = ClearFilter()
             filter:Add( FE_IS_PERMANENT, true )
             opponent_player:SetItemCount( oVal )
             for i=0, 1-1 do
                 opponent_player:SetItemPrompt( i, "CARD_QUERY_CANNOT_TARGET_THIS" )
             end
                 opponent_player:ChooseItems( EffectDC():Make_Targets(2), QUERY_FLAG_UP_TO )
          end
          local target = EffectDC():Get_Targets(2):Get_CardPtr(0)
          if (target ~= nil) then
           TriggerObject():Attach( target )
          end
          local filter = ClearFilter()
           filter = TriggerObject():LoadTargetDefinition(0)
           filter:Add( FE_CARD_NAME, OP_NOT, SecondaryObject():GetCardName() )
           local oNum = filter:Count()
           if oNum &gt; 0 then
                local filter = ClearFilter()
                 filter:Add( FE_CARD_INSTANCE, OP_IS, TriggerObject() )
                 SecondaryObject():Protection()
              TriggerObject():PutOntoBattlefield( opponent_player )
           end
          return true
    else
        return false
    end
</TRIGGER>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY replacement_effect="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[This creature can't be enchanted]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cette créature ne peut être enchanté]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esta criatura no puede ser encantado]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Diese Kreatur kann verzaubern]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Questa creatura non può essere incantata]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このクリーチャーは魅了されることはできません]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[이 생물은 마법에 걸린 될 수 없다]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Это существо не может быть очарован]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esta criatura não pode ser encantado]]></LOCALISED_TEXT>
      <TRIGGER value="CARD_CONSIDERED_FOR_TARGETTING" simple_qualifier="objectyoucontrol" pre_trigger="1">
    if  SecondaryObject()~= nil and TriggerObject()~= nil and SecondaryObject():GetSubType():Test( ENCHANTMENT_TYPE_AURA ) and TriggerObject() == EffectSource() then
         return true
    else
        return false
    end
    </TRIGGER>
</TRIGGERED_ABILITY>
   <SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Can you take a quick look to see if i have forget something?
From a quick glance here are the things I notice:
  • The only time a choice is actually required as to the order is when both counters and PossibleTargets are greater than 0, for example you don't want to resolve move counters off first if there are no counters to move off you would want to resolve exiling Tetravite tokens first then if there are any counters resolve moving counters off. Though this is a design decision not a bug/problem you are entitled to code the choice the way you have.
  • You haven't put in a check for entering the battlefield with 3 +1/+1 counters that would be compliant with Oubliette and Tawnos's Coffin (as per our best guess).
  • You have CLEANUP blocks on regular triggers (CLEANUP blocks are used for delayed triggers).
RiiakShiNal
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Re: Formal Request Thread

Postby NeoAnderson » 01 Jan 2014, 23:46

RiiakShiNal wrote:From a quick glance here are the things I notice:
  • The only time a choice is actually required as to the order is when both counters and PossibleTargets are greater than 0, for example you don't want to resolve move counters off first if there are no counters to move off you would want to resolve exiling Tetravite tokens first then if there are any counters resolve moving counters off. Though this is a design decision not a bug/problem you are entitled to code the choice the way you have.
  • You haven't put in a check for entering the battlefield with 3 +1/+1 counters that would be compliant with Oubliette and Tawnos's Coffin (as per our best guess).
  • You have CLEANUP blocks on regular triggers (CLEANUP blocks are used for delayed triggers).
Thanks a lot for your attention, about your points, i would answer to you as the follow :
  • This point is not clear for me, taking your example :
    you don't want to resolve move counters off first if there are no counters to move off you would want to resolve exiling Tetravite tokens first then if there are any counters resolve moving counters off.
    Now look my second choice : As you said we have no counters on it, so we decide to exile tokens first and this is allowed if there are tokens, then we are able to remove the counters because there will be some counters to remove. So for me it seems to be compliant with what you just said. If i use both conditions, we will exclude the execution of 2 triggers also when it will become available. The first 2 choices depends of the first action condition, because the second will be always true if the first will be resolved. Anyway i also want to tell that is possible to resolve the action and select "0" from numerical choice for the counters to remove, or no targets for the tokens exile. Obvioussly in these case the second action resolved will do nothing.
  • Thanks i was forgetting about that because i was focusing on other aspects. I changed the code of zone transition as the follow, let me no if you think is ok. Also if i used this code with Clockwork Avian but the problem still remains, because it seems that is resolved before Oubliette and Tawnos's Coffin can add their counters so it has no effect. To resolve this issue i have to change the action blocks into Oubliette and Tawnos's Coffin about the counters adding, from resolution_time to play_time, these make them be executed first. Do you think this is ok or will create some other conflicts i am not seeing now ?
    Code: Select all
      <RESOLUTION_TIME_ACTION>
        if EffectSource() ~= nil then
            local counters = EffectSource():CountCounters(MTG():PlusOnePlusOneCounters())
            if counters &gt;= 3 then
               EffectSource():RemoveCounters( MTG():PlusOnePlusOneCounters(), (counters-3))
            else
              EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), (3-counters))
           end
        end
       </RESOLUTION_TIME_ACTION>
  • My mistake i will remove them right now.
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Re: Formal Request Thread

Postby damienx45 » 02 Jan 2014, 00:36

I don't know if these cards are already made but i would like to request these cards here.

Elvish Archdruid
Oracle of Nectars
Rhys the Exiled
Tajuru Preserver
Wolf-Skull Shaman
leonin abunas
Mycosynth Lattice
memnarch
User avatar
damienx45
 
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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 02:34

damienx45 wrote:I don't know if these cards are already made but i would like to request these cards here.

Elvish Archdruid
Oracle of Nectars
Rhys the Exiled
Tajuru Preserver
Wolf-Skull Shaman
leonin abunas
Mycosynth Lattice
memnarch
Hi my friend,
I made some cards requested by you :

Elvish Archdruid | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ELVISH_ARCHDRUID_253678" />
  <CARDNAME text="ELVISH_ARCHDRUID" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Elvish Archdruid]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Archidruide elfe]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Archidruida élfico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Elfischer Erzdruide]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Arcidruido Elfico]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エルフの大ドルイド]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[엘프 대드루이드]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эльфийский Архидруид]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Arqueodruida Elfo]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="253678" />
  <ARTID value="253678" />
  <ARTIST name="Karl Kopinski" />
  <CASTING_COST cost="{1}{G}{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[He knows the name of every elf born in the last four centuries. More importantly, they all know his.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Il connaît le nom de chaque elfe né durant les quatre derniers siècles. Mais plus important, tous connaissent le sien.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sabe el nombre de todos los elfos nacidos en los últimos cuatro siglos. Más importante aún, todos conocen el suyo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Er kennt den Namen jedes Elfen, der in den letzten vier Jahrhunderten geboren wurde. Bedeutender ist, dass alle seinen kennen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Conosce il nome di tutti gli elfi nati negli ultimi quattro secoli. Ma ancora più importante, loro conoscono il suo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼は、ここ四世紀中に生まれた全てのエルフの名を知っている。そしてさらに重要なのは、その誰もが彼を知っていることだ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[그는 지난 4세기 동안 태어난 모든 엘프의 이름을 알고 있다. 더 중요한 것은 모든 엘프 역시 그의 이름을 알고 있다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Он знает имена всех эльфов, родившихся за последние четыре столетия. Что еще более важно, все они знают его имя.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ele sabe o nome de todos os elfos nascidos nos últimos quatro séculos. E o mais importante: todos eles sabem o nome dele.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Elf" />
  <SUB_TYPE metaname="Druid" />
  <EXPANSION value="M13" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Other Elf creatures you control get +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les autres créatures Elfe que vous contrôlez gagnent +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las otras criaturas Elfo que controlas obtienen +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Andere Elf-Kreaturen, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le altre creature Elfo che controlli prendono +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする他のエルフ・クリーチャーは+1/+1の修整を受ける。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 다른 엘프 생물들은 +1/+1을 받는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Другие существа-Эльфы под вашим контролем получают +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As outras criaturas do tipo Elfo que você controla recebem +1/+1.]]></LOCALISED_TEXT>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ELF )
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    </FILTER>
    <CONTINUOUS_ACTION layer="7C" filter_id="0">
    if FilteredCard() ~= nil and EffectSource() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Add( 1 )
       characteristics:Toughness_Add( 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
<ACTIVATED_ABILITY  forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G} to your mana pool for each Elf you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G} à votre réserve pour chaque elfe que vous contrôlez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G} a tu reserva de maná por cada Elfo que controlas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat für jeden Elfen, den du kontrollierst, um {G}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G} alla tua riserva di mana per ogni Elfo che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたがコントロールするエルフ1体につき、あなたのマナ・プールに{G}を加える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 당신이 조종하는 엘프 한 개당 {G}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G} в ваше хранилище маны за каждого Эльфа под вашим контролем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G} à sua reserva de mana para cada Elfo que você controla.]]></LOCALISED_TEXT>
<COST type="TapSelf" />

      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>

      <RESOLUTION_TIME_ACTION>
                local filter = ClearFilter()
                filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
                filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ELF )
                filter:Add( FE_CONTROLLER, OP_IS, EffectController())
      local Total = filter:Count()
      local Colour = "{G}"
      RSN_Produce( Colour, Total )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      S_DisplayManaPool(EffectController())
      </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( "{G}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (RSN_CheckSwitchToFallback( oCard )) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            oCharacteristics:GrantAbility( 0 )
         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>

   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
  <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>
ELVISH_ARCHDRUID_253678.zip
Card + TDX
(540.56 KiB) Downloaded 243 times

Rhys the Exiled | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="RHYS_THE_EXILED_152643" />
  <CARDNAME text="RHYS_THE_EXILED" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rhys the Exiled]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rhys l’Exilé]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rhys el exiliado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Rhys der Ausgestoßene]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rhys l’Esiliato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[放浪者ライズ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Rhys the Exiled]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Риз Изгнанник]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rhys, o Exilado]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="152643" />
  <ARTID value="152643" />
  <ARTIST name="Steve Prescott" />
  <CASTING_COST cost="{2}{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Once a famed hunter and packmaster, now a renegade seeking his own path.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Autrefois un célèbre veneur, c’est à présent un renégat qui cherche sa voie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Antes era un famoso cazador y amo de jauría. Ahora es un renegado buscando su propio camino.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Einst war er ein ruhmreicher Jäger und Anführer einer Meute, jetzt ein Abtrünniger, der seinen eigenen Weg sucht.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un tempo un famoso cacciatore e un abile esploratore, adesso un rinnegato in cerca del suo stesso cammino.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[かつては名のある狩人であり群れ主だったが、いまや自らの道を求める変わり者だ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Once a famed hunter and packmaster, now a renegade seeking his own path.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда-то прославленный охотник и господин стаи, а ныне отступник в поисках своего пути.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Outrora um renomado caçador, hoje um renegado em busca de seu próprio caminho.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Elf" />
  <SUB_TYPE metaname="Warrior" />
  <EXPANSION value="MOR" />
  <RARITY metaname="R" />
  <POWER value="3" />
  <TOUGHNESS value="2" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que Rhys l’Exilé attaque, vous gagnez 1 point de vie pour chaque elfe que vous contrôlez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que Rhys el exiliado ataque, ganas 1 vida por cada Elfo que controlas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn Rhys der Ausgestoßene angreift, erhältst du 1 Lebenspunkt für jeden Elfen, den du kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta Rhys l’Esiliato attacca, guadagni 1 punto vita per ogni Elfo che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[追放者ライズが攻撃するたび、あなたはあなたがコントロールするエルフ1つにつき、あなたは1点のライフを得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Риз Изгнанник атакует, вы получаете 1 жизнь за каждого Эльфа под вашим контролем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Rhys, o Exilado, ataca, você ganha 1 ponto de vida para cada Elfo que você controla.]]></LOCALISED_TEXT>
   <TRIGGER value="ATTACKING" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
        local filter = ClearFilter()
        filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
        filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ELF )
        filter:Add( FE_CONTROLLER, OP_IS, EffectController())
       local number = filter:Count()
       EffectController():GainLife( number )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{B}, Sacrifice an Elf: Regenerate Rhys the Exiled.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{B}, sacrifiez un elfe : Régénérez Rhys l’Exilé.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{B}, sacrificar un Elfo: Regenera a Rhys el exiliado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{B}, opfere einen Elfen: Regeneriere Rhys den Ausgestoßenen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{B}, Sacrifica un Elfo: Rigenera Rhys l’Esiliato.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{B}, エルフを1つ生け贄に捧げる:放浪者ライズを再生する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{B}, Sacrifice an Elf: Regenerate Rhys the Exiled.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{B}, Пожертвуйте Эльфа: Регенерируйте Риза Изгнанника.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{B}, Sacrifique um Elfo: Regenere Rhys, o Exilado.]]></LOCALISED_TEXT>
    <COST type="Sacrifice" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_AN_ELF_TO_SACRIFICE" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ELF )
    </COST_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():GiveRegeneration()
    end
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="declare_blockers" type="window" window_in_combat="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="restriction" restriction_type="no_regeneration_shield" />
      <AI_MODIFIERS combat_immunity="1" />
  </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>
RHYS_THE_EXILED_152643.zip
Card + TDX
(587.1 KiB) Downloaded 240 times

Wolf-Skull Shaman | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="WOLFSKULL_SHAMAN_152728" />
  <CARDNAME text="WOLFSKULL_SHAMAN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Wolf-Skull Shaman]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Shamane au crâne de loup]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Chamán cráneo de lobo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wolfsschädelschamane]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sciamano del Teschio di Lupo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[狼骨のシャーマン]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Wolf-Skull Shaman]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Шаман Волчьего Черепа]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Xamã Caveira-de-Lobo]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="152728" />
  <ARTID value="152728" />
  <ARTIST name="Jim Murray" />
  <CASTING_COST cost="{1}{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[A chorus of howls answers his call.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Un chœur de hurlements répond à son appel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Un coro de aullidos responde a su llamado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ein Chor des Geheuls beantwortet seinen Ruf.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un coro di ululati rispose alla sua chiamata.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼の呼び声に、遠吠えの合唱が答える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[A chorus of howls answers his call.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Многоголосый вой раздается в ответ на его зов.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Um coro de uivos responde ao seu chamado.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Elf" />
  <SUB_TYPE metaname="Shaman" />
  <EXPANSION value="MOR" />
  <RARITY metaname="U" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
   <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Parenté —  Au début de votre entretien, vous pouvez regarder la carte du dessus de votre bibliothèque. Si elle partage un type de créature avec le Shamane au crâne de loup, vous pouvez la révéler. Si vous faites ainsi, mettez en jeu un jeton de créature 2/2 verte Loup.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hermandad Al comienzo de tu mantenimiento, puedes mirar la primera carta de tu biblioteca. Si comparte un tipo de criatura con el Chamán cráneo de lobo, puedes mostrarla. Si lo haces, pon en juego una ficha de criatura Lobo verde 2/2.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verwandtschaft Zu Beginn deines Versorgungssegments kannst du dir die oberste Karte deiner Bibliothek anschauen. Hat sie mindestens einen Kreaturentyp mit dem Wolfsschädelschamanen gemeinsam, kannst du sie offen vorzeigen. Falls du dies tust, bringe einen 2/2 grünen Wolf-Kreaturenspielstein ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Parentela — All’inizio del tuo mantenimento, puoi guardare la prima carta del tuo grimorio. Se condivide un tipo di creatura con lo Sciamano del Teschio di Lupo, puoi rivelarla. Se lo fai, metti sul campo di battaglia una pedina creatura Lupo 2/2 verde.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[族系 ― あなたのアップキープの開始時に、あなたはあなたのライブラリーの一番上のカードを見てもよい。 それが狼骨のシャーマンと共通のクリーチャー・タイプを持つ場合、あなたはそれを公開してもよい。 そうした場合、緑の2/2の狼・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[Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сходство В начале вашего шага поддержки вы можете посмотреть верхнюю карту вашей библиотеки. Если у нее есть такой же тип существа, как у Шамана Волчьего Черепа, вы можете ее показать. Если вы это делаете, положите в игру одну фишку существа 2/2 зеленый Волк.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Parentesco No início de sua manutenção, você pode olhar o card do topo do seu grimório. Se ele compartilhar um tipo de criatura com Xamã Caveira-de-Lobo, você poderá revelá-lo. Se fizer isso, coloque em jogo uma ficha de criatura verde 2/2 do tipo Lobo.]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller:Library_GetTop() ~= nil and controller:IsAI() == false then
       -- Human player will have the choice, AI will reveal it only if it activates kinship
       local filter = ClearFilter()
       filter:SetZone(ZONE_LIBRARY, controller)
       filter:SetPortion(1)
       controller:ChooseItem( "CARD_QUERY_CHOOSE_CARD_TO_REVEAL", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    local card = controller:Library_GetTop()
    if card ~= nil then
       local kinship = TFM_KinshipCheck( EffectSourceLKI(), card )
       local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
       if kinship and (controller:IsAI() or target == card) then
          card:Reveal()
          EffectDC():Set_Int(1, 1)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil and EffectDC():Get_Int(1) == 1 then
    MTG():PutTokensOntoBattlefield( "TOKEN_WOLF_2_2_G_350765", 1, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="TOKEN_WOLF_2_2_G_CH8" />
  <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>
WOLFSKULL_SHAMAN_152728.zip
Card + TDX
(589.02 KiB) Downloaded 228 times

Leonin Abunas | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="LEONIN_ABUNAS_220527" />
  <CARDNAME text="LEONIN_ABUNAS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Leonin Abunas]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="220527" />
  <ARTID value="220527" />
  <ARTIST name="Darrell Riche" />
  <CASTING_COST cost="{3}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Only leonin clerics who can survive the Razor Fields for one turning of the suns can stand in the Cave of Light.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Cat" />
  <SUB_TYPE metaname="Cleric" />
  <EXPANSION value="ARC" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="5" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gli artefatti che tu controlli hanno anti-malocchio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Artifacts you control have hexproof.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT  )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    </FILTER>
   <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_HEXPROOF, 1 )
    end
    </CONTINUOUS_ACTION>
  </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>
LEONIN_ABUNAS_220527.zip
Card + TDX
(362.03 KiB) Downloaded 243 times

Memnarch | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="MEMNARCH_220532" />
  <CARDNAME text="MEMNARCH" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Memnarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Memnarch]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="220532" />
  <ARTID value="220532" />
  <ARTIST name="Carl Critchlow" />
  <CASTING_COST cost="{7}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="ARC" />
  <RARITY metaname="R" />
  <POWER value="4" />
  <TOUGHNESS value="5" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{U}{U}: Il permanente bersaglio diventa un artefatto in aggiunta ai propri altri tipi.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
   <COST mana_cost="{1}{U}{U}" type="Mana" />
    <TARGET tag="CARD_QUERY_CHOOSE_PERMANENT" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
          local filter = ClearFilter()
         filter:Add( FE_IS_PERMANENT, true )
    </TARGET_DEFINITION>

    <CONTINUOUS_ACTION layer="1">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:GetCurrentCharacteristics():CardType_GetWritable():Add(CARD_TYPE_ARTIFACT)
    end
    </CONTINUOUS_ACTION>
      <DURATION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    return target == nil
    </DURATION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}{U}: Prendi il controllo di un artefatto bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
    <COST mana_cost="{3}{U}" type="Mana" />
    <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_GAIN_CONTROL" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    </TARGET_DEFINITION>
    <CONTINUOUS_ACTION layer="2">
    local card = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if card ~= nil then
       card:SetController(EffectController())
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    return target == nil
    </DURATION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </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>
MEMNARCH_220532.zip
Card + TDX
(510.91 KiB) Downloaded 271 times
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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 02:36

damienx45 wrote:I don't know if these cards are already made but i would like to request these cards here.
Oracle of Nectars
Tajuru Preserver
Mycosynth Lattice
About this card : Oracle of Nectars this is an official card into DECKS F14 PACK1.
Anyway i have extracted it for you.

Oracle of Nectars official card | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="9">
  <FILENAME text="ORACLE_OF_NECTARS_375105" />
  <CARDNAME text="ORACLE_OF_NECTARS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Oracle of Nectars]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Oracle des nectars]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Oráculo de néctares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nektarorakel]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Oracolo dei Nettari]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[聖蜜の巫女]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[감로 예언자]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Оракул Нектаров]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Oráculo dos Néctares]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="375105" />
  <ARTID value="111905" />
  <ARTIST name="Brandon Kitkouski" />
  <CASTING_COST cost="{2}{G/W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When elves find a fount of beauty, they protect it. Where there is beauty, there is hope.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand les elfes trouvent une source de beauté, ils la protègent. Là où il y a beauté, il y a espoir.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando los elfos encuentran una fuente de belleza, la protegen. Donde hay belleza, hay esperanza.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wo Elfen einen Quell der Schönheit finden, beschützen sie ihn auch. Wo Schönheit ist, gibt es auch Hoffnung.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando gli elfi trovano una sorgente di bellezza, la proteggono. Dove c’è bellezza, c’è speranza.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エルフは美の源を見つけたなら、そこを守る。美のあるところ、希望があるからだ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[아름다운 것을 발견한 엘프는 그것을 무조건 지킨다. 엘프에게 아름다움은 희망과 마찬가지다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда эльфы находят источник красоты, они его защищают. Где есть красота, там есть надежда.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando os elfos encontram uma fonte de beleza, eles a protegem. Onde há beleza, há esperança.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Elf" />
  <SUB_TYPE metaname="Cleric" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{X}, {T}: You gain X life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{X}, {T} : Vous gagnez X points de vie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{X}, {T}: Ganas X vidas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{X}, {T}: Du erhältst X Lebenspunkte dazu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{X}, {T}: Guadagni X punti vita.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{X}, {T}:あなたはX点のライフを得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{X}, {T}: 당신은 생명 X점을 얻는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{X}, {T}: вы получаете X жизней.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{X}, {T}: Você ganha X pontos de vida.]]></LOCALISED_TEXT>
    <COST mana_cost="{x}" type="Mana" />
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    EffectController():GainLife( GetEffectX() )
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
  </ACTIVATED_ABILITY>
  <SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
ORACLE_OF_NECTARS_375105 (Official card).zip
Official card + tdx
(107.95 KiB) Downloaded 247 times


About the other 2 cards honestly i am not sure they can be totally coded.
Tajuru Preserver ( I am not sure we can ovverride the sacrifice action or at least i haven't tried until now, there is a player characteristic that avoid to sacrifice creatures but nothing for all the permanents, so if the sacrifice trigger can be override probably we can do something, but honestly it require some tests)

Mycosynth Lattice ( I am not sure all the card effect can be reproduced)
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Re: Formal Request Thread

Postby Orangewaggs » 02 Jan 2014, 03:30

Is it possible to code Zur Taa Druid?
If so can I make a request to have it created?
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Re: Formal Request Thread

Postby MC Brodie » 02 Jan 2014, 03:59

NeoAnderson wrote:About the other 2 cards honestly i am not sure they can be totally coded.
Tajuru Preserver ( I am not sure we can ovverride the sacrifice action or at least i haven't tried until now, there is a player characteristic that avoid to sacrifice creatures but nothing for all the permanents, so if the sacrifice trigger can be override probably we can do something, but honestly it require some tests)
It can be approximated. I don't have the time to do it but you can check this post here.


NeoAnderson wrote:Mycosynth Lattice ( I am not sure all the card effect can be reproduced)
As for this one, the last ability is not possible.

Orangewaggs wrote:Is it possible to code Zur Taa Druid?
If so can I make a request to have it created?
I believe Xander already coded Zhur-Taa Druid and it is in this thread. Use the search feature.

Btw, Xander really needs to get back here. He has a bunch of requests piling up :wink: .
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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 04:41

MC Brodie wrote:
NeoAnderson wrote:About the other 2 cards honestly i am not sure they can be totally coded.
Tajuru Preserver ( I am not sure we can ovverride the sacrifice action or at least i haven't tried until now, there is a player characteristic that avoid to sacrifice creatures but nothing for all the permanents, so if the sacrifice trigger can be override probably we can do something, but honestly it require some tests)
It can be approximated. I don't have the time to do it but you can check this post here.
NeoAnderson wrote:Mycosynth Lattice ( I am not sure all the card effect can be reproduced)
As for this one, the last ability is not possible.
I was supposing already that my friend :-)
Guys i have a question, i am still coding Antiquities now i should code Urza's Miter , but i have a doubt how to implement it.
Anyone knows a function who returns if a card was sacrified? Otherwise i have to store each turn all sacrified cards into a data chest.
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Re: Formal Request Thread

Postby thefiremind » 02 Jan 2014, 09:38

NeoAnderson wrote:Guys i have a question, i am still coding Antiquities now i should code Urza's Miter , but i have a doubt how to implement it.
Anyone knows a function who returns if a card was sacrified? Otherwise i have to store each turn all sacrified cards into a data chest.
There's no function to check that. I don't know how the triggers would be stacked in case of multiple deaths at the same time, but in the best case, you could use a SACRIFICED trigger with replacement_effect="1" and high priority (sumomole and me usually use 20 for this matter) that stores the sacrificed creature in a LinkedDC register, and a ZONECHANGE_BEGIN trigger (for the actual deaths) that triggers only if TriggerObject is different from the LinkedDC pointer stored by the other trigger.
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Re: Formal Request Thread

Postby drleg3nd » 02 Jan 2014, 11:20

Hey Tfm did you see my last reply ?
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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 12:45

thefiremind wrote:
NeoAnderson wrote:Guys i have a question, i am still coding Antiquities now i should code Urza's Miter , but i have a doubt how to implement it.
Anyone knows a function who returns if a card was sacrified? Otherwise i have to store each turn all sacrified cards into a data chest.
There's no function to check that. I don't know how the triggers would be stacked in case of multiple deaths at the same time, but in the best case, you could use a SACRIFICED trigger with replacement_effect="1" and high priority (sumomole and me usually use 20 for this matter) that stores the sacrificed creature in a LinkedDC register, and a ZONECHANGE_BEGIN trigger (for the actual deaths) that triggers only if TriggerObject is different from the LinkedDC pointer stored by the other trigger.
Thanks TheFireMind, it is similar to the idea i already have, but until now i have not used priority to set the stack resolution order. Anyway it seems to work, unfortunately i haven't tested with multiple sacrifice, but i think it should work anyway.
1.Now i have another question :lol:
I was reading the card Xenic Poltergeist, normally it could be coded but i also read an added rule :

8/1/2008: A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.
This rule make the card really complex to code, because i think it still could be coded, but to do it, should keep all informations ( the number of turn when it comes in play, controller, step ), about all the suitable targets. As idea could be still doable, doing something similar to the recording of the counters we made with Oubliette, but honestly i think this could be huge for the computation of the engine.
What's your opinion about it?


2. Going forward found another doubt, the card Power Artifact can be coded?
I haven't tried but i think that the function DecreaseCost() works only for the casting cost right?
So is there a possibility to code this effect?
I was thinking to a walk around :
1. A trigger CONSIDERED_FOR_ACTIVATION with replacement_effect if the TriggerObject() is the parent artifact add 2 colorless mana using riiak mana tokens, then call a delayDC ABILITY_RESOLVE who delete the mana tokens if were not used (this to avoid the utilization of the mana for other cards).
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Re: Formal Request Thread

Postby MC Brodie » 02 Jan 2014, 14:11

That is just summoning sickness. I think the game already handles this properly. At least that's what I've experienced with Halcyon Glaze.

As for question 2, unfortunately there is no easy way to reduce/change the cost of activated abilities. You may be able to find a workaround with mana tokens though you may run into issues similar to the "only spend this mana to cast creatures" topic.
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Re: Formal Request Thread

Postby NeoAnderson » 02 Jan 2014, 15:31

MC Brodie wrote:That is just summoning sickness. I think the game already handles this properly. At least that's what I've experienced with Halcyon Glaze.

As for question 2, unfortunately there is no easy way to reduce/change the cost of activated abilities. You may be able to find a workaround with mana tokens though you may run into issues similar to the "only spend this mana to cast creatures" topic.
About the first point i am not sure we are talking about the summon sickness.
Summon sickness afflict only creatures without haste. Here we are talking about how long we control a card.
For example is an effect take a temporary control of card of your own, and it return under your control in the main step, this card will not have summon sickness but cannot be a good target for this ability.
Here we are talking to record in a datachest all the cards at the beginning of each turn for any player.

About the point two i know this is an issue i was discussing with Riiak some days ago.
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Re: Formal Request Thread

Postby thefiremind » 02 Jan 2014, 16:08

NeoAnderson wrote:For example is an effect take a temporary control of card of your own, and it return under your control in the main step, this card will not have summon sickness but cannot be a good target for this ability.
Wrong, it will have summoning sickness. Refer to the definition:
http://wiki.mtgsalvation.com/article/Summoning_sickness
The term “summoning sickness” is an informal term which describes a creature’s inability to attack or to use activated abilities that include the tap symbol when it has come under a player’s control since the beginning of that player’s most recent turn.
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