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Magic: The Gathering - Duels of the Planeswalkers
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2014




Formal Request Thread
Moderator: CCGHQ Admins
Re: Formal Request Thread
by RiiakShiNal » 06 Feb 2014, 23:04
When it comes to trying to find solutions to mana problems I have looked at most of the possible solutions and I approximate what I can within reason. The closest approximation for using mana as if it were any colour for casting spells is indeed an alternate cost, though you would set up the alternate cost with an amount of colourless equal to the CMC minus the amount of 2 hybrid mana (like Reaper King or Spectral Procession) rather than try to use a multi-colour cost and the alternate cost should be granted from a list of abilities with the costs hard-coded to try to keep things as compliant as possible. Though this still would have no effect on changes in casting cost (though most of those are colourless), it wouldn't work activated abilities with coloured costs, it would not work for abilities that require coloured mana as part of the effect or a generic cost, and it would not work for other alternate casting costs such as Bestow. As such there are too many limitations and not enough benefit for it to be useful for some cards.NeoAnderson wrote:Ok Riiak I think there is not so much we can do to approximate that kind of cards, i just tried to think something but du of too many limitations as you pointed is not possible.
I had a feeling it wouldn't work as I believe kevlahnota played around with something like that trying to make multi-coloured lands early on. Though it is nice to know exactly what it would do in such a case.NeoAnderson wrote:Just to inform you i tested the casting cost {W/U/B/R/G}, it is recognized by the game as {W/G} .
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Re: Formal Request Thread
by MC Brodie » 12 Feb 2014, 18:12
I'm having problems setting a creature's sub-type for Conspiracy. The official version of Duplicant uses "subType:Clear()" and "subType:Set(x)" to get the sub-types of the exiled creature (then just adds the shapeshifter sub-type but that's irrelevant). My code works when I just add the chosen sub-type. However, when I switched to the Duplicant method for setting the sub-type the game crashes when I can Conspiracy. Any ideas?
- Conspiracy Set Type Ability | Open
- Code: Select all
<STATIC_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creature cards you own that aren’t on the battlefield, creature spells you control, and creatures you control are the chosen type.]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_ANYWHERE )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
</FILTER>
<CONTINUOUS_ACTION layer="4" filter_id="0">
local oCard = FilteredCard()
if oCard ~= nil then
-- local chosen_type = LinkedDC():Get_Int( 0 )
local chosen_type = 1005
local characteristics = oCard:GetCurrentCharacteristics()
local sub_type = characteristics:SubType_GetWritable()
-- sub_type:Clear()
-- sub_type:Set(chosen_type)
sub_type:Add(chosen_type)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
-----------------------------------------------------------------------
Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Formal Request Thread
by thefiremind » 12 Feb 2014, 19:02
Take another look at Duplicant:MC Brodie wrote:I'm having problems setting a creature's sub-type for Conspiracy. The official version of Duplicant uses "subType:Clear()" and "subType:Set(x)" to get the sub-types of the exiled creature (then just adds the shapeshifter sub-type but that's irrelevant). My code works when I just add the chosen sub-type. However, when I switched to the Duplicant method for setting the sub-type the game crashes when I can Conspiracy. Any ideas?
- Code: Select all
local exiledCardTypes = exiledCard:GetSubType()
[...]
subTypes:Set(exiledCardTypes)
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Re: Formal Request Thread
by BloodReyvyn » 12 Feb 2014, 23:32
I am having a bit of issue with this card:
Anyway, when he deals combat damage, you can pay the cost and choose a color, but the opponent doesn't discard any of their cards (I had already looked in the opponent's hand).
EDIT: Wow, after just re-reading the message I posted I think I found the problem... *facepalm* ...used "target_player" instead of "player" in the filter....
- Crosis, the Purger | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CROSIS_THE_PURGER_270140" />
<CARDNAME text="CROSIS_THE_PURGER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Crosis, the Purger]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="270140" />
<ARTID value="270140" />
<ARTIST name="Chris Rahn" />
<CASTING_COST cost="{3}{U}{B}{R}" />
<SUPERTYPE metaname="Legendary" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Dragon" />
<EXPANSION value="PD3" />
<RARITY metaname="R" />
<POWER value="6" />
<TOUGHNESS value="6" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta Crosis, l’Epuratore infligge danno da combattimento a un giocatore, puoi pagare {2}{B}. Se lo fai, scegli un colore. Quel giocatore rivela la propria mano e scarta tutte le carte di quel colore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals his or her hand and discards all cards of that color.]]></LOCALISED_TEXT>
<SFX text="CASTER_GHOST_DRAGON_PLAY" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
if effectController ~= nil then
effectController:BeginNewMultipleChoice()
effectController:AddMultipleChoiceAnswer( "CARD_QUERY_CROSIS_PAY_MANA_COST", effectController:CanPayManaCost("{2}{U}") )
effectController:AddMultipleChoiceAnswer( "CARD_QUERY_CROSIS_DO_NOT_PAY_MANA" )
effectController:AskMultipleChoiceQuestion( "CARD_QUERY_CROSIS_QUESTION", TriggerObject() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
if EffectController():GetMultipleChoiceResult() == 0 then
EffectController():PayManaCost("{2}{B}")
EffectController():ChooseColour( "CARD_QUERY_CHOOSE_COLOUR", true )
local player = TriggerPlayer()
if player ~= nil then
player():RevealHand()
end
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, target_player )
filter:Add( FE_COLOUR, OP_IS, GetChosenColour() )
if FilteredCard() ~= nil then
FilteredCard():Discard()
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<SFX text="COMBAT_DRAGON_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_DRAGON_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AI_BASE_SCORE score="1100" zone="ZONE_HAND" />
</CARD_V2>
Anyway, when he deals combat damage, you can pay the cost and choose a color, but the opponent doesn't discard any of their cards (I had already looked in the opponent's hand).
EDIT: Wow, after just re-reading the message I posted I think I found the problem... *facepalm* ...used "target_player" instead of "player" in the filter....
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Re: Formal Request Thread
by BloodReyvyn » 14 Feb 2014, 13:38
Anyone think Ward of Bones would be possible to code?
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Re: Formal Request Thread
by RiiakShiNal » 14 Feb 2014, 14:04
Should be possible, you just give the appropriate card types in that player's hand a characteristic, CHARACTERISTIC_CANT_BE_PLAYED, and the player shouldn't be able to cast that card. Shouldn't be too difficult, though you may need to use the trigger CONSIDERED_FOR_CAST to make sure you get cards that can be cast from the graveyard, from the top of the library, or from exile.BloodReyvyn wrote:Anyone think Ward of Bones would be possible to code?
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Re: Formal Request Thread
by drleg3nd » 15 Feb 2014, 16:41
hey all i would like to request Skullcrack. thx
Re: Formal Request Thread
by BloodReyvyn » 15 Feb 2014, 21:58
Took a crack at it, but didn't test it. Been trying to complete a full set and wanted to get away from that for a sec.
edit: Just dawned on me that the unpreventable damage part may be flawed... as unpreventable damage might be un-prevented by the ability and damage reapplied by the ability...
it's a start I guess 
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SKULLCRACK_366238" />
<CARDNAME text="SKULLCRACK" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Skullcrack]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Défoncecrâne]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rompecráneos]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schädelbrecher]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spaccacranio]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[頭蓋割り]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[해골 파쇄]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пролом Черепа]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quebra-crânio]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="366238" />
<ARTID value="366238" />
<ARTIST name="Dave Kendall" />
<CASTING_COST cost="{1}{R}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The lawmage’s argument was clever and well reasoned, but Blunk’s response proved irrefutable.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La plaidoirie du mageloi était adroite et judicieuse, mais la réponse de Blunk s’avéra irréfutable.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El argumento del mago de la ley fue inteligente y razonado, pero la respuesta de Blunk demostró ser irrefutable.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Das Argument des Gesetzesmagiers war klug und wohldurchdacht, aber Blunks Erwiderung erwies sich als unwiderlegbar.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gli argomenti del mago della legge erano intelligenti e ragionati, ma la risposta di Blunk si rivelò inconfutabile.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[法魔道士の主張は鋭く理にかなっていた。しかしブルンクの反論には抗弁できなかった。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[법치술사는 재치있게 논리를 펼쳤지만 블렁크의 투박한 반론은 당해낼 수 없었다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аргументы мага-законника были вполне обоснованными и разумными, но ответ Блунка сразил его наповал.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O argumento do mago-legista era perspicaz e bastante razoável, mas a resposta de Blunk se mostrou irrefutável.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="GTC" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Players can’t gain life this turn. Damage can’t be prevented this turn. Skullcrack deals 3 damage to target player.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les joueurs ne peuvent pas gagner de points de vie ce tour-ci. Les blessures ne peuvent être prévenues ce tour-ci. Le Défoncecrâne inflige 3 blessures au joueur ciblé.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los jugadores no pueden ganar vidas este turno. El daño no puede ser prevenido este turno. El Rompecráneos hace 3 puntos de daño al jugador objetivo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Spieler können in diesem Zug keine Lebenspunkte dazuerhalten. Schaden kann in diesem Zug nicht verhindert werden. Der Schädelbrecher fügt einem Spieler deiner Wahl 3 Schadenspunkte zu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[I giocatori non possono guadagnare punti vita in questo turno. Il danno non può essere prevenuto in questo turno. Lo Spaccacranio infligge 3 danni a un giocatore bersaglio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このターン、プレイヤーはライフを得られない。このターン、ダメージは軽減できない。プレイヤー1人を対象とする。頭蓋割りはそのプレイヤーに3点のダメージを与える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어들은 이 턴에 생명점을 얻을 수 없다. 이 턴에는 피해를 방지할 수 없다. 플레이어 한 명을 목표로 정한다. 해골 파쇄는 그 플레이어에게 피해 3점을 입힌다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Игроки не могут получать жизни в этом ходу. Повреждения не могут быть предотвращены в этом ходу. Пролом Черепа наносит 3 повреждения целевому игроку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os jogadores não podem ganhar pontos de vida neste turno. Nenhum dano pode ser prevenido neste turno. Quebra-crânio causa 3 pontos de dano ao jogador alvo.]]></LOCALISED_TEXT>
<SFX text="TARGET_FLAME_PLAY" />
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_DEAL_3_DAMAGE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local n = MTG():GetActionRepCount()
local num_Players = MTG():GetNumberOfPlayers()
if (n < num_Players) then
local characteristics = FilteredPlayer():GetCurrentCharacteristics()
characteristics:GrantAbility(1)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local effectcontroller = EffectController()
if effectcontroller ~= nil then
local characteristics = effectcontroller:GetCurrentCharacteristics()
characteristics:GrantAbility(2)
end if
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if ( target_player ~= nil ) then
EffectSourceLKI():DealDamageTo( 3, target_player )
end
</RESOLUTION_TIME_ACTION>
<DURATION simple_duration="UntilEOT" />
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[This player can’t gain life this turn.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_GAINED_LIFE" pre_trigger="1">
MTG():OverrideEvent()
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Damage can't be prevented this turn.]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" pre_trigger="1" damage_type="all">
return TriggerPlayer() == EffectSource():GetParentPlayer()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
Damage():PreventAll()
EffectSourceLKI():DealUnpreventableDamageTo( Damage(), TriggerPlayer() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
edit: Just dawned on me that the unpreventable damage part may be flawed... as unpreventable damage might be un-prevented by the ability and damage reapplied by the ability...


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BloodReyvyn - Posts: 421
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Re: Formal Request Thread
by thefiremind » 16 Feb 2014, 00:21
You probably wanted to do this:

And it should be issued as a delayed trigger, rather than granted as an ability.
I'm not sure if doing this screws something up, but it might be the only option.
- Code: Select all
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" pre_trigger="1" damage_type="all" />
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_OBJECT" pre_trigger="1" damage_type="all" />
<RESOLUTION_TIME_ACTION>
local amount = Damage():GetAmount()
Damage():Multiply(0)
local player_victim = SecondaryPlayer()
local object_victim = SecondaryObject()
if player_victim ~= nil then
TriggerObject():DealUnpreventableDamageTo( amount, player_victim )
end
if object_victim ~= nil then
TriggerObject():DealUnpreventableDamageTo( amount, object_victim )
end
</RESOLUTION_TIME_ACTION>

And it should be issued as a delayed trigger, rather than granted as an ability.
I'm not sure if doing this screws something up, but it might be the only option.
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Re: Formal Request Thread
by drleg3nd » 20 Feb 2014, 17:27
hey all I would like to request Chromatic Lantern
Re: Formal Request Thread
by 2buxaslice » 20 Feb 2014, 18:10
Would love Diplomatic Immunity. Enchantment that gives shroud and has shroud for one colorless, one blue. So nice!
Thanks in advance if anyone makes this card. You modders rock!
Thanks in advance if anyone makes this card. You modders rock!
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Re: Formal Request Thread
by BloodReyvyn » 24 Feb 2014, 11:18
2buxaslice wrote:Would love Diplomatic Immunity. Enchantment that gives shroud and has shroud for one colorless, one blue. So nice!
Thanks in advance if anyone makes this card. You modders rock!
- Diplomatic Immunity | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="DIPLOMATIC_IMMUNITY_19576" />
<CARDNAME text="DIPLOMATIC_IMMUNITY" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Diplomatic Immunity]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="19576" />
<ARTID value="19576" />
<ARTIST name="Terese Nielsen" />
<CASTING_COST cost="{1}{U}" />
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="MM" />
<RARITY metaname="C" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzaubert eine Kreatur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물에게 부여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shroud]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Linceul]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Velo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verhüllt]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Velo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[被覆]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[은폐]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пелена]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Manto]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_SHROUD" />
</STATIC_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura incantata ha velo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="6">
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_SHROUD, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_7" body="MORE_INFO_BADGE_BODY_7" zone="ZONE_ANY" />
<AI_BASE_SCORE score="600" zone="ZONE_HAND" />
</CARD_V2>
2buxaslice wrote:Would also love wheel of sun and moon.
- Wheel of Sun and Moon | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="WHEEL_OF_SUN_AND_MOON_146740" />
<CARDNAME text="WHEEL_OF_SUN_AND_MOON" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Wheel of Sun and Moon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Roue du soleil et de la lune]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rueda del sol y la luna]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sonne-und-Mond-Rad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ruota del Sole e della Luna]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[太陽と月の輪]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Wheel of Sun and Moon]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Колесо Солнца и Луны]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Roda do Sol e da Lua]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="146740" />
<ARTID value="146740" />
<ARTIST name="Zoltan Boros & Gabor Szikszai" />
<CASTING_COST cost="{G/W}{G/W}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Every life ends, but life itself never does.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Chaque vie se termine, mais la vie elle-même n’en finit pas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Toda vida termina, pero la vida misma no lo hace.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jedes Leben endet irgendwann, nur das Leben selbst nie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni vita termina, ma mai la vita stessa.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[すべての生命には終わりがあるが、生命自身が終わることはない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Every life ends, but life itself never does.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Жизни каждого приходит конец, но сама жизнь никогда не кончается.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Todas as vidas terminam, mas a vida em si nunca termina.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="SHM" />
<RARITY metaname="R" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant player]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : joueur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar jugador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Spielerverzauberung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta giocatore]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(プレイヤー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[플레이어에게 부여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать игрока]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar jogador]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[结附于牌手]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[結附於玩家]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_PLAYER_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():AttachToPlayer( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" priority="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of that player’s library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si une carte devait être mise dans le cimetière du joueur enchanté depuis n’importe où, cette carte est révélée et mise au-dessous de la bibliothèque de ce joueur à la place.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si una carta fuera a ser puesta en el cementerio del jugador encantado desde cualquier parte, en vez de eso, se muestra esa carta y se la pone en el fondo de la biblioteca de ese jugador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls eine Karte von irgendwoher auf den Friedhof des verzauberten Spielers gelegt würde, wird die Karte stattdessen offen vorgezeigt und unter die Bibliothek dieses Spielers gelegt.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se una carta sta per essere messa nel cimitero del giocatore incantato da una qualsiasi zona, quella carta viene invece rivelata e messa in fondo al grimorio di quel giocatore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかのカードがいずれかの領域からエンチャントされているプレイヤーの墓地に置かれる場合、代わりにそのカードを公開してそのプレイヤーのライブラリーの一番下に置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of that player’s library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если карта должна быть положена откуда-либо на кладбище зачарованного игрока, вместо этого та карта показывается и кладется в низ библиотеки того игрока.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se um card for ser colocado no cemitério do jogador encantado vindo de qualquer lugar, em vez disso, aquele card será revelado e colocado no fundo do grimório daquele jogador.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_CONSIDERED" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" pre_trigger="1">
local enchplayer = EffectSource():GetParentPlayer()
if enchplayer ~= nil and TriggerPlayer() == enchplayer then
MTG():OverrideEvent()
TriggerObject():Reveal()
TriggerObject():PutOnBottomOfLibrary()
return true
else
return false
end
</TRIGGER>
</TRIGGERED_ABILITY>
<AI_BASE_SCORE score="800" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
drleg3nd wrote:hey all I would like to request Chromatic Lantern
- Chromatic Lantern (Tested) | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="CHROMATIC_LANTERN_290542" />
<CARDNAME text="CHROMATIC_LANTERN" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Chromatic Lantern]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lanterne chromatique]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Linterna cromática]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Chromatische Laterne]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lanterna Cromatica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彩色の灯籠]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[다색 등불]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Цветной Фонарь]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lanterna Cromática]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="290542" />
<ARTID value="290542" />
<ARTIST name="Jung Park" />
<CASTING_COST cost="{3}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dimir mages put the lanterns to good use, creating shapeshifters and sleeper agents from mana foreign to them.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les mages dimirs tirent parti des lanternes, dont ils font des changeformes et des agents en sommeil à partir de mana dont ils ignorent tout.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los magos dimir hicieron buen uso de las linternas, creando metamorfos y agentes durmientes a partir de un maná que les era extraño.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Dimir-Magier setzen die Lampen geschickt ein – aus dem ungewohnten Mana erschaffen sie Gestaltwandler und Schläfer-Agenten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[I maghi Dimir fanno buon uso delle lanterne, creando mutaforma e agenti infiltrati partendo da mana a loro estraneo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ディミーアの魔道士は灯籠をうまく使い、異質のマナから多相の戦士や潜伏工作員を生み出している。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[디미르 마도사들은 등불을 통해 익숙하지 않은 마나로도 변이괴물과 잠입 요원들을 만들어냈다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Маги Димиров используют фонари для создания имитаторов и скрытых агентов из маны чужих цветов.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os magos Dimir fazem bom uso das lanternas, criando metamorfos e agentes adormecidos com tipos de mana diferentes dos deles.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Artifact" />
<EXPANSION value="RTR" />
<RARITY metaname="R" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lands you control have “{T}: Add one mana of any color to your mana pool.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les terrains que vous contrôlez ont : « {T} : Ajoutez un mana de la couleur de votre choix à votre réserve. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las tierras que controlas tienen “{T}: Agrega un maná de cualquier color a tu reserva de maná”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Länder, die du kontollierst, haben „{T}: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le terre che controlli hanno “{T}: Aggiungi un mana di un qualsiasi colore alla tua riserva di mana”.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする土地は「{T}:あなたのマナ・プールに、好きな色1色のマナ1点を加える。」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 모든 대지는 “{T}: 당신의 마나풀에 원하는 색의 마나 한 개를 담는다.”라는 능력을 가진다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Земли под вашим контролем имеют способность «{T}: добавьте одну ману любого цвета в ваше хранилище маны».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os terrenos que você controla têm: “{T}: Adicione um mana de qualquer cor à sua reserva de mana.”]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():GetCurrentCharacteristics():GrantAbility(6)
FilteredCard():GetCurrentCharacteristics():GrantAbility(7)
FilteredCard():GetCurrentCharacteristics():GrantAbility(8)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi un mana di un qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 당신의 마나풀에 원하는 색의 마나 한 개를 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local player = EffectController()
local card = EffectSource()
if (player ~= nil) then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
player:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", card )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local colour = EffectController():GetMultipleChoiceResult() + 1
if (colour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (colour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (colour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
elseif (colour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (colour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY>
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local defaultcolour = COLOUR_GREEN
local card = EffectSource()
if (card ~= nil) then
local characteristics = card:GetCurrentCharacteristics()
if (((characteristics ~= nil) and (characteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
local colour = RSN_GetLastProducedColour()
if (colour ~= COLOUR_COLOURLESS) then
characteristics:GrantAbility( colour )
else
characteristics:GrantAbility( defaultcolour )
end
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
<RESOLUTION_TIME_ACTION>
RSN_ClearProducedMana()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{W}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{B}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{R}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{G}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY resource_id="6" forced_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi un mana di un qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 당신의 마나풀에 원하는 색의 마나 한 개를 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PLAY_TIME_ACTION>
RSN_MarkManaAbilityStart()
local player = EffectController()
local card = EffectSource()
if (player ~= nil) then
player:BeginNewMultipleChoice()
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
player:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
player:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", card )
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local colour = EffectController():GetMultipleChoiceResult() + 1
if (colour == COLOUR_BLACK) then
RSN_Produce( "{B}", 1 )
elseif (colour == COLOUR_BLUE) then
RSN_Produce( "{U}", 1 )
elseif (colour == COLOUR_GREEN) then
RSN_Produce( "{G}", 1 )
elseif (colour == COLOUR_RED) then
RSN_Produce( "{R}", 1 )
elseif (colour == COLOUR_WHITE) then
RSN_Produce( "{W}", 1 )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
RSN_MarkManaAbilityEnd()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="upkeep" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" type="window" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_target="1" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY resource_id="7">
<CONTINUOUS_ACTION layer="0">
RSN_ClearCanProduceMana()
RSN_MarkCanProduceMana( "{B}{G}{R}{U}{W}" )
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local defaultcolour = COLOUR_GREEN
local card = EffectSource()
if (card ~= nil) then
local characteristics = card:GetCurrentCharacteristics()
if (((characteristics ~= nil) and (characteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
local colour = RSN_GetLastProducedColour()
if (colour ~= COLOUR_COLOURLESS) then
characteristics:GrantAbility( colour )
else
characteristics:GrantAbility( defaultcolour )
end
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="8" 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_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
<AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Art: https://www.dropbox.com/s/svp7giifldgsnq9/290542.png
- Mark of the Oni | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MARK_OF_THE_ONI_74006" />
<CARDNAME text="MARK_OF_THE_ONI" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mark of the Oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marque des oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Marca de los oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mal der Oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Segno degli Oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鬼の印]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mark of the Oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Mark of the Oni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Marca dos Onis]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="74006" />
<ARTID value="74006" />
<ARTIST name="Heather Hudson" />
<CASTING_COST cost="{2}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“As more oni walked Kamigawa, more darkness infested its inhabitants’ souls.”
—The History of Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Plus le nombre d’oni sur Kamigawa augmentait, plus les ténèbres infestaient les âmes de ses habitants. »
—L’histoire de Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Cuantos más oni caminaban por Kamigawa, más oscuridad invadía las almas de sus habitantes.”
—La historia de Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Immer mehr Oni durchstreiften Kamigawa, und immer mehr Dunkelheit breitete sich in den Seelen seiner Einwohner aus.”
—Die Geschichte von Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Più numerosi divennero gli oni a Kamigawa, più le tenebre si insediarono nei cuori dei suoi abitanti.”
—La Storia di Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[神河を歩く鬼の数が増えるにつれ、その住人の魂はさらに闇に染まりだした。
――神河史書]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“As more oni walked Kamigawa, more darkness infested its inhabitants’ souls.”
—The History of Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“As more oni walked Kamigawa, more darkness infested its inhabitants’ souls.”
—The History of Kamigawa]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Quanto mais onis andavam por Kamigawa, mais a escuridão infestava as almas de seus moradores.”
— A História de Kamigawa]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="BOK" />
<RARITY metaname="U" />
<SPELL_ABILITY attach_definition="0">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter : créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verzaubert eine Kreatur]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물에게 부여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</SPELL_ABILITY>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You control enchanted creature.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[ À la fin du tour, si vous ne contrôlez aucun démon, sacrifiez la Marque des oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al final del turno, si no controlas Demonios, sacrifica Marca de los oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kontrollierst du am Ende des Zuges keine Dämonen, opfere das Mal der Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Prendi il controllo della creatura incantata.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ターン終了時に、あなたがデーモンをコントロールしていない場合、鬼の印を生け贄に捧げる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You control enchanted creature.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[You control enchanted creature.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No final do turno, se você não controlar nenhum Demônio, sacrifique Marca dos Onis.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="2">
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:SetController(EffectController())
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio della sottofase finale, se non controlli Demoni, sacrifica il Segno degli Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_END_OF_TURN
</TRIGGER>
<INTERVENING_IF>
if EffectController() ~= nil then
local filter = ClearFilter()
filter:Add(FE_CONTROLLER, OP_IS, EffectController() )
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_DEMON)
local demoncount = filter:Count()
if demoncount < 1 then
return true
else
return false
end
else
return false
end
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
EffectController():Sacrifice( EffectSource() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<AI_BASE_SCORE score="1000" zone="ZONE_HAND" />
</CARD_V2>
These are all untested so far, let me know if there are any issues and I will try to fix them asap. I am currently working on an equipment deck with Deathrender, so I will post it up when done...
Everflowing Chalice has been done at least twice that I know of, in Data_Decks_4400_CORE.wad and DATA_DLC_MCR_CARDS.wad.
- Deathrender | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="DEATHRENDER_139727" />
<CARDNAME text="DEATHRENDER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Deathrender]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Arrache-mort]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Otorgamuerte]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Todesbringer]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fendente Letale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[死裂の剣]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Deathrender]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Смертельный Двузубец]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Serve-Morte]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="139727" />
<ARTID value="139727" />
<ARTIST name="Martina Pilcerova" />
<CASTING_COST cost="{4}" />
<TYPE metaname="Artifact" />
<SUB_TYPE metaname="Equipment" />
<EXPANSION value="LRW" />
<RARITY metaname="R" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equipped creature gets +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature équipée gagne +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura equipada obtiene +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die ausgerüstete Kreatur erhält +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura equipaggiata prende +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーは+2/+2の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equipped creature gets +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снаряженное существо получает +2/+2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[A criatura equipada recebe +2/+2.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7C">
if EffectSource()~= nil then
local parent = EffectSource():GetParent()
if parent ~= nil then
parent:GetCurrentCharacteristics():Power_Add( 2 )
parent:GetCurrentCharacteristics():Toughness_Add( 2 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que la créature équipée est mise dans un cimetière depuis le jeu, vous pouvez mettre en jeu une carte de créature de votre main et lui attacher l’Arrache-mort.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que la criatura equipada vaya a un cementerio desde el juego, puedes poner en juego una carta de criatura de tu mano y anexarle el Otorgamuerte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn die ausgerüstete Kreatur aus dem Spiel auf einen Friedhof gelegt wird, kannst du eine Kreaturenkarte aus deiner Hand ins Spiel bringen und den Todesbringer daran anlegen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la creatura equipaggiata muore, puoi mettere sul campo di battaglia una carta creatura dalla tua mano e assegnarle il Fendente Letale.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備しているクリーチャーが場からいずれかの墓地に置かれるたび、あなたはあなたの手札にあるクリーチャー・カードを1枚場に出して死裂の剣をそれにつけてもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда снаряженное существо попадает из игры на кладбище, вы можете положить в игру карту существа из вашей руки и прикрепить к ней Смертельный Двузубец.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que a criatura equipada é colocada no cemitério vinda do jogo, você pode colocar em jogo um card de criatura de sua mão e anexar Serve-Morte a ele.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
return TriggerObject() == EffectSource():GetParent()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_HAND, EffectController() )
EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_ONTO_BATTLEFIELD", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil and EffectSource() ~= nil then
target:PutOntoBattlefield( EffectController() )
EffectSource():Attach( target )
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equip {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équipement {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equipar {2}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausrüsten {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equipaggiare {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[装備 {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equip {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Снарядить {2}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equipar {2}]]></LOCALISED_TEXT>
<COST mana_cost="{2}" type="Mana" />
<AVAILABILITY sorcery_time="1" />
<AI_AVAILABILITY type="restriction" restriction_type="equip" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
if (target_card ~= nil and EffectSource() ~= nil) then
EffectSource():Attach( target_card )
end
</RESOLUTION_TIME_ACTION>
<AUTO_SKIP>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
return false
else
return true
end
</AUTO_SKIP>
</ACTIVATED_ABILITY>
</CARD_V2>
(Deathrender does not attach itself to the creature that you put onto the battlefield as it should, working on it....

"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-
BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: Formal Request Thread
by BloodReyvyn » 25 Feb 2014, 20:08
Still can't get Deathrender to attach itself to the creature you put on the battlefield. Just thought I'd update.
Another update, still working on Skullcrack. In theory it should have worked, but neither assigning an ability to the player or using the method TFM mentioned with a Delayed Trigger seem to do anything... Ugh....
Probably will work on it a bit tomorrow, need a day away from it to save some frustration and get a fresh look at it.
Another update, still working on Skullcrack. In theory it should have worked, but neither assigning an ability to the player or using the method TFM mentioned with a Delayed Trigger seem to do anything... Ugh....
Probably will work on it a bit tomorrow, need a day away from it to save some frustration and get a fresh look at it.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
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