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Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014)

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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby RiiakShiNal » 28 Sep 2014, 15:45

NeoAnderson wrote:I know about this kind of issue, and i was thinking if there is a way to avoid it happens. Maybe if we concatenate 2 different delayed triggers and check if the creature is really blocking or not the assigned creature, if not we could ask to the player if want to block something else. But i am not sure if we have the needed timing to do that before the Blockers declared is finished.
I'm pretty sure this can't be done within the limitations of the DotP engine, but feel free to try it yourself. Though until you can cover all the common cases including those 2 cases I mentioned I don't think you can say you have a decent approximation.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby NeoAnderson » 28 Sep 2014, 16:23

RiiakShiNal wrote:
NeoAnderson wrote:I know about this kind of issue, and i was thinking if there is a way to avoid it happens. Maybe if we concatenate 2 different delayed triggers and check if the creature is really blocking or not the assigned creature, if not we could ask to the player if want to block something else. But i am not sure if we have the needed timing to do that before the Blockers declared is finished.
I'm pretty sure this can't be done within the limitations of the DotP engine, but feel free to try it yourself. Though until you can cover all the common cases including those 2 cases I mentioned I don't think you can say you have a decent approximation.
Common case could be excluded before to set the creature must block condition and during the evasion test simply checking the Charateristics of the 2 cards..
For example :
Effecsource has flying ?? NO
Target Card has CAN_BLOCK_ONLY_CREATURES_WITH_FLYING?? YES
Don't set must block condition.

Example 2 :
Effecsource has CANT_BE_BLOCKED_EXCEPT_BY_CREATURES_WITH_FLYING ?? YES
Target Card has FLYING?? NO
Don't set must block condition.

I can arrange a function to check the most common cases surely it will not cover every possible interaction, but should ensure a mostly acceptable compatibility...
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby thefiremind » 28 Sep 2014, 16:44

NeoAnderson wrote:I can arrange a function to check the most common cases surely it will not cover every possible interaction, but should ensure a mostly acceptable compatibility...
Of course it's up to you to decide where you draw the line between acceptable and unacceptable, but here's a list of problematic cards that I found by searching "can't block" on Gatherer:
Boldwyr Intimidator
Brassclaw Orcs
Champion of Lambholt
Cyclops Tyrant
Gibbering Hyenas
Goblin Mutant
Hunted Ghoul
Ironclaw Buzzardiers
Ironclaw Orcs
Orgg
Sneaky Homunculus
Spitfire Handler
Sunweb
There might be more that aren't covered by this search.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby NeoAnderson » 28 Sep 2014, 16:56

thefiremind wrote:
NeoAnderson wrote:I can arrange a function to check the most common cases surely it will not cover every possible interaction, but should ensure a mostly acceptable compatibility...
Of course it's up to you to decide where you draw the line between acceptable and unacceptable, but here's a list of problematic cards that I found by searching "can't block" on Gatherer:
Boldwyr Intimidator
Brassclaw Orcs
Champion of Lambholt
Cyclops Tyrant
Gibbering Hyenas
Goblin Mutant
Hunted Ghoul
Ironclaw Buzzardiers
Ironclaw Orcs
Orgg
Sneaky Homunculus
Spitfire Handler
Sunweb
There might be more that aren't covered by this search.
The particular condition about the power or kind can be made only by a Nameset function studied for that.
I made a simple function for the common cases, it should check combination of Flying, can't block, Reach, Intimidate, Fear, Can block only with flying.

BASE BLOCK CONDITION FUNCTIONS | Open
Code: Select all
CheckBlockCondition_A_B = function(CardA, CardB)
if CreatureHasCharacteristic(CHARACTERISTIC_FLYING, CardA) == 0 and CreatureHasCharacteristic(CHARACTERISTIC_CAN_BLOCK_ONLY_CREATURES_WITH_FLYING, CardB) == 1 then
        return false
 elseif CreatureHasCharacteristic(CHARACTERISTIC_CANT_BE_BLOCKED_EXCEPT_BY_CREATURES_WITH_FLYING, CardA) == 1 and CreatureHasCharacteristic(CHARACTERISTIC_FLYING, CardB) == 0 then
      return false
 elseif CreatureHasCharacteristic(CANT_BE_BLOCKED_EXCEPT_BY_CREATURES_WITH_FLYING_OR_REACH, CardA) == 1 then
        if CreatureHasCharacteristic(CHARACTERISTIC_FLYING, CardB) == 0 and CreatureHasCharacteristic(CHARACTERISTIC_REACH, CardB) == 0 then
      return false
        end
 elseif CreatureHasCharacteristic(CHARACTERISTIC_CANT_BLOCK, CardB) == 1 then
   return false
 elseif CreatureHasCharacteristic(CHARACTERISTIC_INTIMIDATE, CardA) == 1 and CheckIntimidate(CardA, CardB) == 0 and CardB:GetCardType():Test( CARD_TYPE_ARTIFACT ) == false then
        return false
 elseif CreatureHasCharacteristic(CHARACTERISTIC_FEAR, CardA) == 1 and CardB:GetColour():Test( COLOUR_BLACK ) == false and CardB:GetCardType():Test( CARD_TYPE_ARTIFACT ) == false then
        return false
 elseif CreatureHasCharacteristic(CHARACTERISTIC_FLYING, CardA) == 1 then
        if CreatureHasCharacteristic(CHARACTERISTIC_FLYING, CardB) == 0 and CreatureHasCharacteristic(CHARACTERISTIC_REACH, CardB) == 0 then
      return false
        end
end
return true
end


CreatureHasCharacteristic = function(nCharacteristic, nCreature)
-- returns 1 if the creature card  has the ability nCharacteristic
-- else returns 0

  local oFilter = ClearFilter()
  oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
  oFilter:Add(FE_CHARACTERISTIC, OP_HAS, nCharacteristic)
  oFilter:Add(FE_CARD_INSTANCE, OP_IS, nCreature)
  if (oFilter:Count() > 0) then
    return 1
  end
  return 0
end

CheckIntimidate = function(CardA, CardB)
  local filter = ClearFilter()
  filter:Add( FE_CARD_INSTANCE, OP_IS, CardB )
  filter:Add( FE_COLOUR, OP_INTERSECTS, CardA )
  if (filter:Count() > 0) then
    return 1
  end
  return 0
end
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby NeoAnderson » 28 Sep 2014, 17:15

I found another issue about the card Duneblast, as you coded you are choosing the card to avoid to be destructed through a TARGET block, this is wrong, also because doing this way you cannot save a card with Shroud.
Here you can read the card rules :
Code: Select all
Rulings
20/09/2014   You decide which creature to spare as Duneblast resolves. This choice doesn’t target the creature. If you don’t choose a creature, then all creatures will be destroyed.
So you have to choose the card into a RESOLUTION_TIME_ACTION block then you have to destroy the other creatures.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby volrathxp » 28 Sep 2014, 17:41

Thanks, will fix.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby Kithkin » 28 Sep 2014, 20:57

Bug report

Temur Charm -- third mode does not work
Icy Blast -- [CARD_QUERY_CHOOSE_CREATURE_TO_TAP]

[lua] [string "TEMUR_CHARM_1000386695_TITLE (CONTINUOUS_ACTION)~0x0000082f"]:3: attempt to index global 'target' (a nil value)
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby volrathxp » 28 Sep 2014, 22:00

Kithkin wrote:Bug report

Temur Charm -- third mode does not work
Icy Blast -- [CARD_QUERY_CHOOSE_CREATURE_TO_TAP]

[lua] [string "TEMUR_CHARM_1000386695_TITLE (CONTINUOUS_ACTION)~0x0000082f"]:3: attempt to index global 'target' (a nil value)
Thanks, will fix.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby RiiakShiNal » 28 Sep 2014, 22:19

NeoAnderson wrote:Common case could be excluded before to set the creature must block condition and during the evasion test simply checking the Charateristics of the 2 cards..
For example :
Effecsource has flying ?? NO
Target Card has CAN_BLOCK_ONLY_CREATURES_WITH_FLYING?? YES
Don't set must block condition.

Example 2 :
Effecsource has CANT_BE_BLOCKED_EXCEPT_BY_CREATURES_WITH_FLYING ?? YES
Target Card has FLYING?? NO
Don't set must block condition.

I can arrange a function to check the most common cases surely it will not cover every possible interaction, but should ensure a mostly acceptable compatibility...
Except that you can't check for everything, for example Protection. If you give Vortex Elemental Protection from black and then force a black creature (like Scathe Zombies) to block it you are right back to where you started. There is no way to detect Protection and a large number of cards can grant it.

The problem with trying to make a workaround for this is that the number of interactions that you have to account for and write special code and/or modify other cards grows exponentially. So you really can't make a workaround for this at least not without re-writing a disproportionally large number of cards.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby NeoAnderson » 28 Sep 2014, 22:35

RiiakShiNal wrote:Except that you can't check for everything, for example Protection. If you give Vortex Elemental Protection from black and then force a black creature (like Scathe Zombies) to block it you are right back to where you started. There is no way to detect Protection and a large number of cards can grant it.
The problem with trying to make a workaround for this is that the number of interactions that you have to account for and write special code and/or modify other cards grows exponentially. So you really can't make a workaround for this at least not without re-writing a disproportionally large number of cards.
You're right i forget to consider the Protection condition, that unfortunately we cannot test! :(
Sometimes i would just have quick conversation with Stainless programmers!! :mrgreen:
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby Sebs92 » 29 Sep 2014, 00:06

Bug:

Anafenza, the Foremost - Should not be able to put a +1/+1 counter on itself
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby volrathxp » 29 Sep 2014, 00:13

Sebs92 wrote:Bug:

Anafenza, the Foremost - Should not be able to put a +1/+1 counter on itself
Will be fixed in the next update.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby NeoAnderson » 29 Sep 2014, 07:45

Another bug about the card : Mindswipe
It deals damage also if the controller of the target spell pays.


Code: Select all
Rulings
20/09/2014   If the controller of the target spell pays {X}, the spell won’t be countered. Mindswipe will still deal damage to that player.
20/09/2014   If the target spell is an illegal target as Mindswipe tries to resolve (perhaps because it was countered by another spell or ability), Mindswipe will be countered and none of its effects will happen. No damage will be dealt.

Another issue about the card : Rakshasa Vizier
As you coded the card it will triggers for each creature moving to exile from graveyard, so if you have 20 cards into your graveyard and you cast Agent of Erebos, Rakshasa Vizier will trigger 20 times. According with MTG rules it should trigger once.


Code: Select all
Rulings
20/09/2014   If a card is exiled “instead” of being put into a graveyard, Rakshasa Vizier’s ability won’t trigger.
20/09/2014   Exiling cards from your graveyard to pay the cost of a spell with delve is a single action. It will cause Rakshasa Vizier’s ability to trigger once, putting a number of +1/+1 counters on it equal to the number of cards you exiled.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby volrathxp » 29 Sep 2014, 10:54

NeoAnderson wrote:Another bug about the card : Mindswipe
It deals damage also if the controller of the target spell pays.


Code: Select all
Rulings
20/09/2014   If the controller of the target spell pays {X}, the spell won’t be countered. Mindswipe will still deal damage to that player.
20/09/2014   If the target spell is an illegal target as Mindswipe tries to resolve (perhaps because it was countered by another spell or ability), Mindswipe will be countered and none of its effects will happen. No damage will be dealt.

Another issue about the card : Rakshasa Vizier
As you coded the card it will triggers for each creature moving to exile from graveyard, so if you have 20 cards into your graveyard and you cast Agent of Erebos, Rakshasa Vizier will trigger 20 times. According with MTG rules it should trigger once.


Code: Select all
Rulings
20/09/2014   If a card is exiled “instead” of being put into a graveyard, Rakshasa Vizier’s ability won’t trigger.
20/09/2014   Exiling cards from your graveyard to pay the cost of a spell with delve is a single action. It will cause Rakshasa Vizier’s ability to trigger once, putting a number of +1/+1 counters on it equal to the number of cards you exiled.
Thanks, on the Vizier, I can get how to make it only trigger once (it's a lot like Sidisi in that respects), but how do you get how many cards went to exile off of that one trigger?
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 9/26/2014

Postby NeoAnderson » 29 Sep 2014, 11:32

volrathxp wrote:Thanks, on the Vizier, I can get how to make it only trigger once (it's a lot like Sidisi in that respects), but how do you get how many cards went to exile off of that one trigger?
I made it a little bit different, i haven't used STACK_PUSHED trigger because you haven't the possibility to retrieve the amount of exiled cards, so i have set the main trigger as replacement effect just to increment a register where i store the exiled num of cards, then through 2 different triggers ABILITY_RESOLVED or SPELL_RESOLVED i add the counters and reset the register.
For your test here you can find my version (I already tested) :
Rakshasa Vizier NEO VER TESTED | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="NEO_KTK_193_RAKSHASA_VIZIER_994386632" />
  <CARDNAME text="RAKSHASA_VIZIER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rakshasa Vizier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vizir rakshasa]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Visir ráksasa]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Rakshasa-Wesir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Visir dei Rakshasa]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ラクシャーサの大臣]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[락샤사 고관]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ракшас-Визирь]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vizir Rakshasa]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[罗刹元老]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[羅剎元老]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="994386632" />
  <ARTID value="994386632" />
  <ARTIST name="Nils Hamm" />
  <CASTING_COST cost="{2}{B}{G}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rakshasa offer deals that sound advantageous to those who forget who they are dealing with.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les rakshasas proposent des marchés que seuls trouvent avantageux ceux qui oublient à qui ils ont affaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los ráksasa ofrecen tratos que parecen ventajosos a aquellos que olvidan con quiénes están tratando.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Rakshasas bieten Geschäfte an, die für diejenigen vorteilhaft klingen, die vergessen, mit wem sie es zu tun haben.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[I Rakshasa offrono accordi che appaiono vantaggiosi a coloro che dimenticano con chi stanno trattando.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ラクシャーサは取引相手が誰であるかを忘れてしまった者にとって有利に聞こえる取引を提案する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[락샤사는 자신이 누구를 상대하고 있는지를 망각한 이들에게 유리해 보이는 거래를 제안한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Предложения ракшаса могут показаться заманчивыми тому, кто забыл, с кем имеет дело.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os Rakshasa oferecem negócios que parecem vantajosos para aqueles que se esquecem com quem estão lidando.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[忘了自己在跟谁打交道的人,总以为自己从罗刹提出的买卖中赚到了便宜。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[忘了自己在跟誰打交道的人,總以為自己從羅剎提出的買賣中賺到了便宜。]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Cat" />
  <SUB_TYPE metaname="Demon" />
  <EXPANSION value="KTK" />
  <RARITY metaname="R" />
  <POWER value="4" />
  <TOUGHNESS value="4" />
  <TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever one or more cards are put into exile from your graveyard, put that many +1/+1 counters on Rakshasa Vizier.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’au moins une carte est mise en exil depuis votre cimetière, mettez autant de marqueurs +1/+1 sur le Vizir rakshasa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una o más cartas vayan al exilio desde tu cementerio, pon esa misma cantidad de contadores +1/+1 sobre el Visir ráksasa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine oder mehr Karten aus deinem Friedhof ins Exil geschickt werden, lege entsprechend viele +1/+1-Marken auf den Rakshasa-Wesir.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una o più carte vengono messe in esilio dal tuo cimitero, metti altrettanti segnalini +1/+1 sul Visir dei Rakshasa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[1枚以上のカードがあなたの墓地から追放されるたび、その枚数に等しい数の+1/+1カウンターをラクシャーサの大臣の上に置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[한 장 이상의 카드가 당신의 무덤에서 추방될 때마다, 그만큼의 +1/+1 카운터를 락샤사 고관에 올려놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда одна или несколько карт попадают в изгнание из вашего кладбища, положите столько же жетонов +1/+1 на Ракшаса-Визиря.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um ou mais cards são exilados do seu cemitério, coloque um número equivalente de marcadores +1/+1 em Vizir Rakshasa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当一张或数张牌从你的坟墓场置入放逐区时,在罗刹元老上放置等量的+1/+1指示物。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當一張或數張牌從你的墳墓場置入放逐區時,在羅剎元老上放置等量的+1/+1指示物。]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_EXILE" from_zone="ZONE_GRAVEYARD">
   if TriggerObject():GetOwner() == EffectController() then
      LinkedDC():Int_Inc(0)    
        end
</TRIGGER>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY linked_ability_group="1"  replacement_effect="1">
  <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" >
      LinkedDC():Set_Int(0, 0) -- initialize the register
  </TRIGGER>
</TRIGGERED_ABILITY>



<TRIGGERED_ABILITY linked_ability_group="1" >
    <TRIGGER value="ABILITY_RESOLVED" >
     local value = LinkedDC():Get_Int(0)
     if value &gt; 0 then
        return true
     end
     return false
    </TRIGGER>
    <AUTO_SKIP>
     local value = LinkedDC():Get_Int(0)
     if value &gt; 0 then
        return false
     end
     return true
    </AUTO_SKIP>
   <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
        local value = LinkedDC():Get_Int(0)   
   EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), value)
        LinkedDC():Set_Int(0, 0) -- re-enable the trigger
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY linked_ability_group="1" >
    <TRIGGER value="SPELL_RESOLVED" >
     local value = LinkedDC():Get_Int(0)
     if value &gt; 0 then
        return true
     end
     return false
    </TRIGGER>
    <AUTO_SKIP>
     local value = LinkedDC():Get_Int(0)
     if value &gt; 0 then
        return false
     end
     return true
    </AUTO_SKIP>
   <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
        local value = LinkedDC():Get_Int(0)   
   EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), value)
        LinkedDC():Set_Int(0, 0) -- re-enable the trigger
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>

  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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