It is currently 19 Jul 2025, 05:13
   
Text Size

Community Wad

Moderator: CCGHQ Admins

Re: Community Wad

Postby Xander9009 » 27 Jun 2016, 22:32

Borborigmos wrote:Just managed to make a 19/18 Den Protector and it got blocked by a 4/4 and a 5/5 my opponent had in play.

On a different note, I'm trying to create my own double face cards but I can't seem to make them work. Could you please tell me the files that make double faced cards work (aside from D14_TFM_TRANSFORM.LOL)?

Thanks :)
I'm not sure why Den Protector isn't working. I've checked the code and it appears it should be working. Could you test Aura Gnarlid? They have the exact same code. Make sure Aura Gnarlid isn't still a 1/1 and that the blocking creature doesn't have 0 power. If it doesn't work, then either there's something on your end interfering or all cards with that kind of ability will need fixed.

----

That should be the only external file you need to change outside the cards themselves. They're kind of finicky, though.

Double faced cards suffer from a number of issues, and those issues are dealt with via some complicated but effective mechanics. Making sure everything is set up for those mechanics to handle properly isn't quite as self-evident as for normal cards, though.

At the beginning of the game, double faced cards need to spawn a token of the back face to store its copyable values for later in the game. In order to make sure the token isn't visible, the token is missing its types and subtypes. That's why the types and subtypes are supposed to go into the lol file.

There are 4 functions used at the beginning of the game on different cards. Any given card will use 2 of them. Either ("DoCardRegistration_Resolution1" and "DoCardRegistration_Resolution2") or ("DoCardRegistration_Resolution" and "DoCardRegistration_Resolution3"). The former pair was created by TFM to work with the method he'd come up with for making the token not visible. The latter pair was created by someone else and don't require that the token be missing types and subtypes to not show up. For the sake of consistency, all new DFCs will use the ones created by TFM, and that's what I'd suggest. However, there are still many cards in the CW that were made using the other 2 because I didn't know at the time that those two functions weren't originally part of the transform file. So, when choosing a DFC to copy, make sure it's got the 1 and 2 functions, not the others.

Bloodline Keeper//Lord of Lineage uses the right ones.

Aside from that, you'll need to make sure that the back face has a certain function called. Every back face of a card should have the code, it's got "TFM_Transform().ResetTransformation()" in an RTA.

The front face should only reference the back face in two locations. In the DoCardRegistration_Resolution1() function, it should call the filename. It should also have a token registration for the back face.

Finally, as was noted by others, the ArtID for the back face must be nothing but numbers. In some situations (such as if the front and back are different colors) you can use one with letters, but normally, it's parsed by a functions expecting a 32-bit signed integer, which means -2,147,483,648 through 2,147,483,647. I've been using negative numbers to keep back faced card images easily identifiable (while I use the card's name for front faces and normal cards).

Depending on the issue you're having, I might know how to fix it, though I can't guarantee anything. I messed around in the functions for DFC quite a bit, though, when I was making the last set.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Community Wad

Postby Borborigmos » 29 Jun 2016, 16:18

Xander9009 wrote:
Borborigmos wrote:Just managed to make a 19/18 Den Protector and it got blocked by a 4/4 and a 5/5 my opponent had in play.

On a different note, I'm trying to create my own double face cards but I can't seem to make them work. Could you please tell me the files that make double faced cards work (aside from D14_TFM_TRANSFORM.LOL)?

Thanks :)
I'm not sure why Den Protector isn't working. I've checked the code and it appears it should be working. Could you test Aura Gnarlid? They have the exact same code. Make sure Aura Gnarlid isn't still a 1/1 and that the blocking creature doesn't have 0 power. If it doesn't work, then either there's something on your end interfering or all cards with that kind of ability will need fixed.
Hey Xander, thanks for your post. I have checked Aura Gnarlid and it seems to be working fine. I guess there is something wrong on my end.

Also thanks for the exaplanation, I'll put in some more work on double faced cards this weekend, see how it goes...
Borborigmos
 
Posts: 90
Joined: 13 Apr 2015, 16:24
Has thanked: 25 times
Been thanked: 4 times

Re: Community Wad

Postby Misplay » 29 Jun 2016, 21:42

Add few translations...

AFTERLIFE
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="AFTERLIFE_CW_3476" />
   <CARDNAME text="AFTERLIFE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Afterlife]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Destin posthume]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vestigio de vida]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Seelenwandlung]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aldilà]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[死後の生命]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Afterlife]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Afterlife]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Pós-vida]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="3476" />
   <ARTID value="AFTERLIFE" />
   <ARTIST name="Pete Venters" />
   <CASTING_COST cost="{2}{W}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Facets of life, reflections of the soul.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Instant" />
   <EXPANSION value="MI" />
   <RARITY metaname="U" />
   <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Destroy target creature. It can’t be regenerated. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Détruisez une créature ciblée. Elle ne peut pas être régénérée. Son contrôleur met sur le champ de bataille un jeton de créature 1/1 blanche Esprit avec le vol.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destruye la criatura objetivo. No puede ser regenerada. Su controlador pone en el campo de batalla una ficha de criatura Espíritu blanca 1/1 con la habilidad de volar.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zerstöre eine Kreatur deiner Wahl. Sie kann nicht regeneriert werden. Ihr Beherrscher bringt einen 1/1 weißen Geist-Kreaturenspielstein mit Flugfähigkeit ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distruggi una creatura bersaglio. Non può essere rigenerata. Il suo controllore mette sul campo di battaglia una pedina creatura Spirito 1/1 bianca con volare.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とし、それを破壊する。それは再生できない。それのコントローラーは、飛行を持つ白の1/1のスピリット・クリーチャー・トークンを1体戦場に出す。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Destroy target creature. It can’t be regenerated. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Destroy target creature. It can’t be regenerated. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Destroy target creature. It can’t be regenerated. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.]]></LOCALISED_TEXT>
      <SFX text="TARGET_PLASMA_PLAY" />
      <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" 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 then
            local controller = target:GetPlayer()
            EffectDC():Set_PlayerPtr(1, controller)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
            target:DestroyWithoutRegenerate()
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local player = EffectDC():Get_PlayerPtr(1)
         if player ~= nil then
            MTG():PutTokensOntoBattlefield( "TOKEN_SPIRIT_C_1_1_W_F_CW_1", 1, player )
         end
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY" />
   </SPELL_ABILITY>
   <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="main_1" window_turn="my_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY window_step="end_of_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
   <TOKEN_REGISTRATION reservation="1" type="TOKEN_SPIRIT_C_1_1_W_F_CW_1" />
   <HELP title="MORE_INFO_TITLE_REGENERATE" body="MORE_INFO_BODY_REGENERATE" zone="ZONE_ANY" />
   <AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
   <AUTHOR><![CDATA[migookman]]></AUTHOR>
   <EDITORS><![CDATA[migookman]]></EDITORS>
   <DATE><![CDATA[30-9-14]]></DATE>
</CARD_V2>
BONESHREDDER
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="BONE_SHREDDER_CW_209123" />
   <CARDNAME text="BONE_SHREDDER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bone Shredder]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Broyeur d'os]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Triturahuesos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Knochenschleifer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tritaossa]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[骨砕き]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bone Shredder]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Bone Shredder]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bone Shredder]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="209123" />
   <ARTID value="BONE_SHREDDER" />
   <ARTIST name="Ron Spencer" />
   <CASTING_COST cost="{2}{B}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Minion" />
   <EXPANSION value="DDE" />
   <RARITY metaname="U" />
   <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 linked_ability_group="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Eco {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エコー {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Echo {2}{B}]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
         return MTG():GetStep() == STEP_UPKEEP
      </TRIGGER>
      <INTERVENING_IF>
         return LinkedDC():Get_PlayerPtr(0) == EffectController()
      </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
         LinkedDC():Free_Compartment(0)
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local controller = EffectController()
         if controller ~= nil then
            -- Do I control a Thick-Skinned Goblin who still has his ability?
            local filter = ClearFilter()
            filter:Add(FE_CARD_NAME, OP_IS, "THICKSKINNED_GOBLIN")
            filter:Add(FE_CHARACTERISTIC, OP_HAS, TFM_FAKE_BATTLEFIELD_CHARACTERISTIC)
            filter:Add(FE_CONTROLLER, OP_IS, controller)
            local has_goblin = filter:CountStopAt(1)
            controller:BeginNewMultipleChoice()
               controller:AddMultipleChoiceAnswer( "TFM_CARD_QUERY_OPTION_PAY_ECHO", controller:CanPayResourceCost(0) )
               controller:AddMultipleChoiceAnswer("TFM_CARD_QUERY_OPTION_PAY_0", has_goblin == 1)
               controller:AddMultipleChoiceAnswer("TFM_CARD_QUERY_OPTION_SACRIFICE_THIS_PERMANENT")
            controller:AskMultipleChoiceQuestion( "CARD_QUERY_PAY", EffectSource() )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local controller = EffectController()
         if controller ~= nil then
            local decision = controller:GetMultipleChoiceResult()
            if decision == 2 then
               if EffectSource() ~= nil then
                  controller:Sacrifice( EffectSource() )
               end
            elseif decision == 0 then
               MTG():FireTrigger( TRIGGER_PAY_ECHO, EffectSource() )
               controller:PayResourceCost(0)
            end
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <UTILITY_ABILITY resource_id="0">
      <COST mana_cost="{2}{B}" type="Mana" />
   </UTILITY_ABILITY>
   <TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1">
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <TRIGGER value="CONTROLLER_CHANGED" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         LinkedDC():Set_PlayerPtr( 0, EffectController() )
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Broyeur d'os arrive sur le champ de bataille, détruisez la créature non-artefact, non-noire ciblée.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Tritaossa entra nel campo di battaglia, distruggi una creatura bersaglio non artefatto e non nera.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[骨砕きが戦場に出たとき、アーティファクトでも黒でもないクリーチャー1体を対象とし、それを破壊する。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" simple_qualifier="self" />
      <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY_NBLACK_NARTIFACT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_COLOUR, OP_NOT, COLOUR_BLACK )
         filter:Add( FE_TYPE, OP_NOT, CARD_TYPE_ARTIFACT )
         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 then
            target:Destroy()
         end
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
   </TRIGGERED_ABILITY>
   <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" />
   <AUTHOR><![CDATA[migookman]]></AUTHOR>
   <EDITORS><![CDATA[migookman]]></EDITORS>
   <DATE><![CDATA[16-11-14]]></DATE>
</CARD_V2>
GILDED DRAKE
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="GILDED_DRAKE_CW_5837" />
   <CARDNAME text="GILDED_DRAKE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Gilded Drake]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Drakôn clinquant]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Draco de oropel]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Güldener Sceada]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Draghetto Dorato]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Gilded Drake]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Gilded Drake]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Gilded Drake]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Dragonete Engalanado]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="5837" />
   <ARTID value="GILDED_DRAKE" />
   <ARTIST name="Bob Eggleton" />
   <CASTING_COST cost="{1}{U}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Drake" />
   <EXPANSION value="UZ" />
   <RARITY metaname="R" />
   <POWER value="3" />
   <TOUGHNESS value="3" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Se advierte a los compradores.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Buyer beware.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <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  tag="CENA_CARD_QUERY_GILDED_DRAKE">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don’t make an exchange, sacrifice Gilded Drake.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lorsque le Drakôn clinquant arrive sur le champ de bataille, échangez le contrôle du Drakôn clinquant avec jusqu'à une créature ciblée qu'un adversaire contrôle. Si vous ne faites pas d'échange, sacrifiez le Drakôn clinquant.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Draco de oropel entre al campo de batalla, intercambia el control del Draco de oropel por el de la criatura objetivo que controle un oponente o sacrifica al Draco de oropel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don’t make an exchange, sacrifice Gilded Drake.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Draghetto Dorato entra nel campo di battaglia, scambia il controllo del Draghetto Dorato e massimo una creatura bersaglio controllata da un avversario. Se non fai lo scambio, sacrifica il Draghetto Dorato.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don’t make an exchange, sacrifice Gilded Drake.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don’t make an exchange, sacrifice Gilded Drake.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don’t make an exchange, sacrifice Gilded Drake.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don’t make an exchange, sacrifice Gilded Drake.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
         local player = EffectController()
         if player ~= nil and EffectSource() ~= nil then
            player:BeginNewMultipleChoice()
               player:AddMultipleChoiceAnswer("CARD_QUERY_CHOOSE_CREATURE_TO_EXCHANGE")
               player:AddMultipleChoiceAnswer("CARD_QUERY_OPTION_SACRIFICE")
            player:AskMultipleChoiceQuestion("CENA_CARD_QUERY_GILDED_DRAKE", EffectSource())
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local player = EffectController()
         if player ~= nil and EffectSource() ~= nil then
            if player:GetMultipleChoiceResult() ~= 0 then
               if EffectSource() ~= nil then
                  player:Sacrifice( EffectSource() )
               end
            else
               local filter = ClearFilter()
               filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
               filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
               player:ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_EXCHANGE_CONTROL", EffectDC():Make_Targets(0) , QUERY_FLAG_MAY)
            end
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil and EffectSource() ~= nil then
            EffectDC():Set_PlayerPtr(4, EffectDC():Get_Targets(0):Get_CardPtr(0):GetPlayer() )
            EffectDC():Set_PlayerPtr(5, EffectController() )
            EffectDC():Get_Targets(0):Set_CardPtr(1, EffectSource())
         else
            EffectController():Sacrifice( EffectSource() )
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="2">
         local targetA = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
         local gilded_card = EffectDC():Get_Targets(0):Get_CardPtr(1)
         local destinationPlayerForTargetA = EffectDC():Get_PlayerPtr(5)
         local destinationPlayerForGilded = EffectDC():Get_PlayerPtr(4)
         if targetA ~= nil and destinationPlayerForTargetA ~= nil then
            targetA:SetController(destinationPlayerForTargetA)
         end
         if  gilded_card ~= nil and destinationPlayerForGilded ~= nil then
            gilded_card:SetController(destinationPlayerForGilded)
         end
      </CONTINUOUS_ACTION>
      <DURATION>
         return (EffectDC():Get_Targets(0) == nil or EffectDC():Get_Targets(0):Get_CardPtr(0) == nil) and (EffectDC():Get_Targets(0) or EffectDC():Get_Targets(0):Get_CardPtr(1) == nil)
      </DURATION>
   </TRIGGERED_ABILITY>
   <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
   <HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
   <SFX text="COMBAT_WHITE_MAGIC_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_WHITE_MAGIC_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AI_BASE_SCORE score="450" zone="ZONE_HAND" />
   <AUTHOR><![CDATA[cenarius]]></AUTHOR>
   <EDITORS><![CDATA[cenarius]]></EDITORS>
   <DATE><![CDATA[12-07-15]]></DATE>
</CARD_V2>
TAUREAN MAULER
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TAUREAN_MAULER_CW_220453" />
   <CARDNAME text="TAUREAN_MAULER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Taurean Mauler]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Meurtrisseur du taureau]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lacerador taurino]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stierköpfiger Malmer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mazzuolatore Taurino]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[雄牛のやっかいもの]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Taurean Mauler]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Бык-Мучитель]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esmagador Taurino]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="220453" />
   <ARTID value="TAUREAN_MAULER" />
   <ARTIST name="Dominick Domingo" />
   <CASTING_COST cost="{2}{R}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Shapeshifter" />
   <EXPANSION value="ARC" />
   <RARITY metaname="R" />
   <POWER value="2" />
   <TOUGHNESS value="2" />
   <STATIC_ABILITY active_zone="ZONE_ANY">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Changeling]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Changelin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cambiaformas]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wandelwicht]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cangiante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[多相]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[자유변형]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Перевертыш]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Morfoloide]]></LOCALISED_TEXT>
      <CONTINUOUS_ACTION layer="4">
         if EffectSource() ~= nil then
            EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CHANGELING, 1 )
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu'un adversaire lance un sort, vous pouvez mettre un marqueur +1/+1 sur le Meurtrisseur du taureau.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un oponente lance un hechizo, puedes poner un contador +1/+1 sobre el Lacerador taurino.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Gegner einen Zauberspruch wirkt, kannst du eine +1/+1-Marke auf den Stierköpfigen Malmer legen.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un avversario lancia una magia, puoi mettere un segnalino +1/+1 sul Mazzuolatore Taurino.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[対戦相手が呪文を1つ唱えるたび、あなたは雄牛のやっかいものの上に+1/+1カウンターを1個置いてもよい。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда оппонент разыгрывает заклинание, вы можете положить один жетон +1/+1 на Быка-Мучителя.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um oponente joga uma mágica, você pode colocar um marcador +1/+1 sobre Esmagador Taurino.]]></LOCALISED_TEXT>
      <TRIGGER value="SPELL_PLAYED">
         return TriggerPlayer():GetTeam() ~= EffectController():GetTeam()
      </TRIGGER>
      <MAY tag="CARD_QUERY_TMAULER" always_prompt="1">
         -- AI behaviour
         if EffectController():Library_Count() &lt; 10 then
            return false
         else
            return true
         end
      </MAY>
      <RESOLUTION_TIME_ACTION>
         if EffectSource() ~= nil then
            EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_35" body="MORE_INFO_BADGE_BODY_35" 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" />
   <AUTHOR><![CDATA[Chakan]]></AUTHOR>
   <EDITORS><![CDATA[Chakan]]></EDITORS>
   <DATE><![CDATA[28-06-15]]></DATE>
</CARD_V2>
THAWING GLACIERS
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="2">
   <FILENAME text="THAWING_GLACIERS_CW_3238" />
   <CARDNAME text="THAWING_GLACIERS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Thawing Glaciers]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Glaciers en dégel]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Glaciares menguantes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tauende Gletscher]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ghiacciai in Disgelo]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Thawing Glaciers]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Thawing Glaciers]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Thawing Glaciers]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Geleiras Minguantes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[融化的冰川]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[融化的冰川]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="3238" />
   <ARTID value="THAWING_GLACIERS" />
   <ARTIST name="Jim Nelson" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="DPI" />
   <RARITY metaname="R" />
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Thawing Glaciers enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les Glaciers en dégel arrivent sur le champ de bataille engagés.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Glaciares menguantes entra al campo de batalla girado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Tauende Gletscher kommt getappt ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Ghiacciai in Disgelo entra nel campo di battaglia TAPpato.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Thawing Glaciers enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Thawing Glaciers enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Thawing Glaciers enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Geleiras Minguantes entra no campo de batalha virado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[融化的冰川须横置进战场。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[融化的冰川須橫置進戰場。]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():Tap()
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}, {T}: Cherchez dans votre bibliothèque une carte de terrain de base, mettez cette carte sur le champ de bataille engagée, puis mélangez ensuite votre bibliothèque. Renvoyez les Glaciers en dégel dans la main de son propriétaire au début de la prochaine étape de fin.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}, {T}: Durchsuche Deine Bibliothek nach irgendeinem Standartland und bringe es sofort getappt ins Spiel. Dieses zählt nicht zu der ’ein-Land-pro-Runde’-Beschränkung.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}, {T}: Passa in rassegna il tuo grimorio per una carta terra base e mettila sul campo di battaglia TAPpata, poi rimescola il tuo grimorio. Il proprietario riprende in mano i Ghiacciai in Disgelo all’inizio della prossima sottofase di cancellazione.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{1},{T}:从你的牌库中搜寻一张基本地牌,并将之横置进战场。然后将你的牌库洗牌。在下一个清除步骤开始时,将融化的冰川移回其拥有者手上。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{1},{T}:從你的牌庫中搜尋一張基本地牌,並將之橫置進戰場。然後將你的牌庫洗牌。在下一個清除步驟開始時,將融化的冰川移回其擁有者手上。]]></LOCALISED_TEXT>
      <COST mana_cost="{1}" type="Mana" />
      <COST type="TapSelf" />
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         local effectController = EffectController()
         filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
         filter:SetZone( ZONE_LIBRARY, effectController )
         effectController:ChooseItem( "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED", EffectDC():Make_Targets(0) )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
            target:PutOntoBattlefieldTapped( EffectController() )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         EffectController():ShuffleLibrary()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if EffectSource() ~= nil then
            local delayDC = EffectDC():Make_Chest(1)
            delayDC:Set_CardPtr(0, EffectSource())
            MTG():CreateDelayedTrigger(2, delayDC)
         end
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
   <TRIGGERED_ABILITY resource_id="2">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_CLEANUP
      </TRIGGER>
      <CLEANUP fire_once="1" />
      <RESOLUTION_TIME_ACTION>
         local card = EffectDC():Get_CardPtr(0)
         if card ~= nil then
            card:PutInHand()
         end
      </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
         return EffectDC():Get_CardPtr(0) == nil
      </AUTO_SKIP>
   </TRIGGERED_ABILITY>
   <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
   <AUTHOR><![CDATA[sumomole]]></AUTHOR>
   <EDITORS><![CDATA[sumomole]]></EDITORS>
   <DATE><![CDATA[25-09-14]]></DATE>
</CARD_V2>
Last edited by Misplay on 30 Jun 2016, 23:32, edited 1 time in total.
Misplay
 
Posts: 92
Joined: 29 Aug 2013, 08:26
Has thanked: 50 times
Been thanked: 10 times

Re: Community Wad

Postby Misplay » 29 Jun 2016, 21:49

Add the "Disabled mana Ability" mod for the following cards...

BTW, the french translation for "Disabled Mana Ability (Avoid tap itself when play the second ability)" is
"Désactiver la capacité de mana (empêche ce permanent de s'engager lorsque vous activez sa seconde capacité)".

Blame my girfriend for this: she doesn't want to use cards if they are not in french...

NEEDLE SPIRES
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="NEEDLE_SPIRES_CW_407685" />
   <CARDNAME text="NEEDLE_SPIRES" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Needle Spires]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cimes aiguilles]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cimas aguja]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nadelfels-Plateau]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Guglie a Spillo]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鋭い突端]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[바늘 첨탑]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Острые Шпили]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Picos das Agulhas]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[针岩尖峰]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[針岩尖峰]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="407685" />
   <ARTID value="NEEDLE_SPIRES" />
   <ARTIST name="Jonas De Ro" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="OGW" />
   <RARITY metaname="R" />
   <TRIGGERED_ABILITY replacement_effect="1" linked_ability_group="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Needle Spires enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les Cimes aiguilles arrivent sur le champ de bataille engagées.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las Cimas aguja entran al campo de batalla giradas.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Das Nadelfels-Plateau kommt getappt ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le Guglie a Spillo entrano nel campo di battaglia TAPpate.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鋭い突端はタップ状態で戦場に出る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[바늘 첨탑은 탭된 채로 전장에 들어온다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Острые Шпили выходят на поле битвы повернутыми.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Picos das Agulhas entra no campo de batalha virado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[针岩尖峰须横置进战场。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[針岩尖峰須橫置進戰場。]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():Tap()
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         filter:SetZone( ZONE_HAND, EffectController() )
         if filter:ChromaCount(COLOUR_RED) == 0 then
            LinkedDC():Set_Int( 0, 1 )
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <ACTIVATED_ABILITY forced_skip="1" linked_ability_group="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {R} or {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {R} ou {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {R} o {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {R} oder {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {R} o {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{R}か{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {R} 또는 {W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {R} или {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {R} ou {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{R}或{W}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{R}或{W}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="Generic">
         <PREREQUISITE>
            return EffectSource():IsTapped() == false and EffectController():IsAI() == false
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION>
            local player = EffectController()
            player:BeginNewMultipleChoice()
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_R" )
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_0" )
            player:AskMultipleChoiceQuestion( "CARD_QUERY_CHOOSE_COLOUR" )
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            LinkedDC():Set_Int( 0, EffectController():GetMultipleChoiceResult() )
         </RESOLUTION_TIME_ACTION>
      </COST>
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY linked_ability_group="1">
      <CONTINUOUS_ACTION layer="6">
         local colour = LinkedDC():Get_Int( 0 )
         EffectSource():GetCurrentCharacteristics():GrantAbility(colour)
         if EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) == false then
            EffectSource():GetCurrentCharacteristics():GrantAbility(colour+10)
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <MANA_ABILITY resource_id="0">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|This land is currently producing| {R}]]></LOCALISED_TEXT>
      <PRODUCES amount="{R}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|This land is currently producing| {W}]]></LOCALISED_TEXT>
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
   <TRIGGERED_ABILITY resource_id="10" badge="BADGE_MOUNTAIN_WALK">
      <TRIGGER value="ATTACKING" simple_qualifier="self" />
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY resource_id="11" badge="BADGE_PLAINS_WALK">
      <TRIGGER value="ATTACKING" simple_qualifier="self" />
   </TRIGGERED_ABILITY>
    <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{R}{W}: Needle Spires becomes a 2/1 red and white Elemental creature with double strike until end of turn. It’s still a land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}{R}{W} : Les Cimes aiguilles deviennent une créature 2/1 rouge et blanche Élémental avec la double initiative jusqu’à la fin du tour. C’est toujours un terrain.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}{R}{W}: Las Cimas aguja se convierten en una criatura Elemental roja y blanca 2/1 con la habilidad de dañar dos veces hasta el final del turno. Siguen siendo una tierra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}{R}{W}: Das Nadelfels-Plateau wird bis zum Ende des Zuges zu einer 2/1 roten und weißen Elementarwesen-Kreatur mit Doppelschlag. Es ist immer noch ein Land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}{R}{W}: Le Guglie a Spillo diventano una creatura Elementale 2/1 rossa e bianca con doppio attacco fino alla fine del turno. Sono ancora una terra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}{R}{W}:ターン終了時まで、鋭い突端は二段攻撃を持つ赤であり白である2/1のエレメンタル・クリーチャーになる。これは土地でもある。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}{R}{W}: 턴종료까지, 바늘 첨탑은 이단공격을 가진 적색이며 백색인 2/1 정령 생물이 된다. 그 생물은 여전히 대지다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}{R}{W}: Острые Шпили становятся существом 2/1 красный и белый Элементаль с Двойным ударом до конца хода. При этом они остаются землей.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}{R}{W}: Picos das Agulhas torna-se uma criatura vermelha e branca 2/1 do tipo Elemental com golpe duplo até o final do turno. Ela ainda é um terreno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{2}{R}{W}:针岩尖峰成为2/1红白双色,具连击异能的元素生物直到回合结束。它仍然是地。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{2}{R}{W}:針岩尖峰成為2/1紅白雙色,具連擊異能的元素生物直到回合結束。它仍然是地。]]></LOCALISED_TEXT>
      <COST mana_cost="{2}{R}{W}" type="Mana" />
      <CONTINUOUS_ACTION layer="4">
         if EffectSource() ~= nil then
            local Characteristics = EffectSource():GetCurrentCharacteristics()
            local card_type = Characteristics:CardType_GetWritable():Add(CARD_TYPE_CREATURE)
            local sub_type = Characteristics:SubType_GetWritable()
            sub_type:ClearAllOfType(CARD_TYPE_CREATURE)
            sub_type:Add(CREATURE_TYPE_ELEMENTAL)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="5">
         if EffectSource() ~= nil then
            EffectSource():GetCurrentCharacteristics():Colour_Set(COLOUR_RED)
            EffectSource():GetColour():Add(COLOUR_WHITE)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="6">
         if EffectSource() ~= nil then
            EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_DOUBLE_STRIKE, 1)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="7B">
         if EffectSource() ~= nil then
            local Characteristics = EffectSource():GetCurrentCharacteristics()
            Characteristics:Power_Set(2)
            Characteristics:Toughness_Set(1)
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         if Object():GetCardType():Test( CARD_TYPE_CREATURE ) then
            return true
         end
         return false
      </AUTO_SKIP>
      <AI_AVAILABILITY type="in_response" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
   <AUTHOR><![CDATA[Xander9009]]></AUTHOR>
   <EDITORS><![CDATA[Xander9009]]></EDITORS>
   <DATE><![CDATA[10-02-16]]></DATE>
</CARD_V2>
SHAMBLING VENTS
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="SHAMBLING_VENT_CW_402031" />
   <CARDNAME text="SHAMBLING_VENT" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shambling Vent]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fumerolles titubantes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fumarolas reptantes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schlurfender Schlot]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sfiatatoio Barcollante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[乱脈な気孔]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[어기적거리는 분출구]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Бродячее Жерло]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exaustor Trôpego]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[跛行喷发口]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[跛行噴發口]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="402031" />
   <ARTID value="SHAMBLING_VENT" />
   <ARTIST name="Jung Park" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="BFZ" />
   <RARITY metaname="R" />
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Shambling Vent enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les Fumerolles titubantes arrivent sur le champ de bataille engagées.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las Fumarolas reptantes entran al campo de batalla giradas.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Schlurfende Schlot kommt getappt ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lo Sfiatatoio Barcollante entra nel campo di battaglia TAPpato.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[乱脈な気孔はタップ状態で戦場に出る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[어기적거리는 분출구는 탭된 채로 전장에 들어온다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Бродячее Жерло выходит на поле битвы повернутым.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exaustor Trôpego entra no campo de batalha virado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[跛行喷发口须横置进战场。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[跛行噴發口須橫置進戰場。]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():Tap()
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
    <ACTIVATED_ABILITY forced_skip="1" linked_ability_group="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} or {B} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} ou {B} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} o {B} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W} oder {B}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} o {B} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}か{B}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {W} 또는 {B}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {W} или {B} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} ou {B} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{W}或{B}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{W}或{B}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="Generic">
         <PREREQUISITE>
            return EffectSource():IsTapped() == false and EffectController():IsAI() == false
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION>
            local player = EffectController()
            player:BeginNewMultipleChoice()
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_B" )
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_0" )
            player:AskMultipleChoiceQuestion( "CARD_QUERY_CHOOSE_COLOUR" )
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            LinkedDC():Set_Int( 0, EffectController():GetMultipleChoiceResult() )
         </RESOLUTION_TIME_ACTION>
      </COST>
   </ACTIVATED_ABILITY>
    <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{W}{B}: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It’s still a land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{W}{B} : Les Fumerolles titubantes deviennent une créature 2/3 blanche et noire Élémental avec le lien de vie jusqu’à la fin du tour. C’est toujours un terrain.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{W}{B}: Las Fumarolas reptantes se convierten en una criatura Elemental blanca y negra 2/3 con la habilidad de vínculo vital hasta el final del turno. Siguen siendo una tierra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{W}{B}: Der Schlurfende Schlot wird bis zum Ende des Zuges zu einer 2/3 weißen und schwarzen Elementarwesen-Kreatur mit Lebensverknüpfung. Er ist immer noch ein Land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{W}{B}: Lo Sfiatatoio Barcollante diventa una creatura Elementale 2/3 bianca e nera con legame vitale fino alla fine del turno. È ancora una terra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{W}{B}:ターン終了時まで、乱脈な気孔は絆魂を持つ白であり黒である2/3のエレメンタル・クリーチャーになる。これは土地でもある。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{W}{B}: 턴종료까지, 어기적거리는 분출구는 생명연결을 가진 백색이며 흑색인 2/3 정령 생물이 된다. 그 생물은 여전히 대지다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{W}{B}: Бродячее Жерло становится существом 2/3 белый и черный Элементаль с Цепью жизни до конца хода. При этом оно остается землей.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{W}{B}: Exaustor Trôpego torna-se uma criatura branca e preta 2/3 do tipo Elemental com vínculo com a vida até o final do turno. Ela ainda é um terreno.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{1}{W}{B}:跛行喷发口成为2/3白黑双色,具系命异能的元素生物直到回合结束。它仍然是地。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{1}{W}{B}:跛行噴發口成為2/3白黑雙色,具繫命異能的元素生物直到回合結束。它仍然是地。]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{W}{B}" type="Mana" />
      <CONTINUOUS_ACTION layer="4">
         if EffectSource() ~= nil then
            local Characteristics = EffectSource():GetCurrentCharacteristics()
            Characteristics:CardType_GetWritable():Add(CARD_TYPE_CREATURE)
            local SubType = Characteristics:SubType_GetWritable()
            SubType:ClearAllOfType(CARD_TYPE_CREATURE)
            SubType:Add(CREATURE_TYPE_ELEMENTAL)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="5">
         if EffectSource() ~= nil then
            EffectSource():GetCurrentCharacteristics():Colour_Set(COLOUR_WHITE)
            EffectSource():GetColour():Add(COLOUR_BLACK)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="6">
         if EffectSource() ~= nil then
            EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_LIFELINK, 1)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="7B">
         if EffectSource() ~= nil then
            local Characteristics = EffectSource():GetCurrentCharacteristics()
            Characteristics:Power_Set(2)
            Characteristics:Toughness_Set(3)
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         return Object():GetCardType():Test(CARD_TYPE_CREATURE)
      </AUTO_SKIP>
      <AI_AVAILABILITY type="in_response" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY linked_ability_group="1">
      <CONTINUOUS_ACTION layer="6">
         local colour = LinkedDC():Get_Int( 0 )
         EffectSource():GetCurrentCharacteristics():GrantAbility(colour)
         if EffectSource():GetCardType():Test( CARD_TYPE_CREATURE ) == false then
            EffectSource():GetCurrentCharacteristics():GrantAbility(colour+10)
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <MANA_ABILITY resource_id="0">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|This land is currently producing |{W}|]]></LOCALISED_TEXT>
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|This land is currently producing |{B}|]]></LOCALISED_TEXT>
      <PRODUCES amount="{B}" />
   </MANA_ABILITY>
   <TRIGGERED_ABILITY resource_id="10" badge="BADGE_PLAINS_WALK">
      <TRIGGER value="ATTACKING" simple_qualifier="self" />
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY resource_id="11" badge="BADGE_SWAMP_WALK">
      <TRIGGER value="ATTACKING" simple_qualifier="self" />
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_21" body="MORE_INFO_BADGE_BODY_21" zone="ZONE_ANY" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <AUTHOR><![CDATA[Xander9009]]></AUTHOR>
   <EDITORS><![CDATA[Xander9009]]></EDITORS>
   <DATE><![CDATA[03-10-15]]></DATE>
</CARD_V2>
FORBIDDING WATCHTOWER (this one needs to be verified, not sure about the code...)
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="FORBIDDING_WATCHTOWER_CW_106428" />
   <CARDNAME text="FORBIDDING_WATCHTOWER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Forbidding Watchtower]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tour de guet menaçante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Atalaya prohibitoria]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Abweisender Wachturm]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Torre di Guardia Minacciosa]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[近づきがたい監視塔]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Forbidding Watchtower]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Неприступная Сторожевая Башня]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Torre de Vigia Portentosa]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="106428" />
   <ARTID value="FORBIDDING_WATCHTOWER" />
   <ARTIST name="Aleksi Briclot" />
   <CASTING_COST cost="" />
   <TYPE metaname="Land" />
   <EXPANSION value="10E" />
   <RARITY metaname="U" />
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Forbidding Watchtower enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Tour de guet menaçante arrive en jeu engagée.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Atalaya prohibitoria entra en juego girada.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Abweisende Wachturm kommt getappt ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Torre di Guardia Minacciosa entra nel campo di battaglia TAPpata.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[近づきがたい監視塔はタップ状態で場に出る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Forbidding Watchtower enters the battlefield tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Неприступная Сторожевая Башня входит в игру повернутой.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Torre de Vigia Portentosa entra em jogo virado.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():Tap()
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <ACTIVATED_ABILITY forced_skip="1" linked_ability_group="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {W}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{W}到你的法术力池中。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加{W}到你的魔法力池中。]]></LOCALISED_TEXT>
      <COST type="Generic">
         <PREREQUISITE>
               return EffectSource():IsTapped() == false and EffectController():IsAI() == false
            </PREREQUISITE>
         <RESOLUTION_TIME_ACTION>
               local player = EffectController()
               player:BeginNewMultipleChoice()
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
               player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_0" )
               player:AskMultipleChoiceQuestion( "CARD_QUERY_CHOOSE_COLOUR" )
            </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
               LinkedDC():Set_Int( 0, EffectController():GetMultipleChoiceResult() )
            </RESOLUTION_TIME_ACTION>
    </COST>
   </ACTIVATED_ABILITY>
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It’s still a land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{W} : La Tour de guet menaçante devient une créature 1/5 blanche Soldat jusqu’à la fin du tour. C’est toujours un terrain.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{W}: El Atalaya prohibitoria se convierte en una criatura Soldado blanca 1/5 hasta el final del turno. Sigue siendo una tierra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{W}: Der Abweisende Wachturm wird bis zum Ende des Zuges zu einer 1/5 weißen Soldatenkreatur. Er ist immer noch ein Land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{W}: La Torre di Guardia Minacciosa diventa una creatura Soldato 1/5 bianca fino alla fine del turno. E’ ancora una terra.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{W}:近づきがたい監視塔は、ターン終了時まで白の1/5の兵士クリーチャーになる。 それは土地でもある。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It’s still a land.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{W}: Неприступная Сторожевая Башня становится существом 1/5 белый Солдат до конца хода. При этом она остается землей.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{W}: Torre de Vigia Portentosa torna-se uma criatura branca 1/5 do tipo Soldado até o final do turno. Ela ainda conta como um terreno.]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{W}" type="Mana" />
      <CONTINUOUS_ACTION layer="4">
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            local card_type = characteristics:CardType_GetWritable()
            local sub_type = characteristics:SubType_GetWritable()
            card_type:Add( CARD_TYPE_CREATURE)
            sub_type:ClearAllOfType( CARD_TYPE_CREATURE )
            sub_type:Add(CREATURE_TYPE_SOLDIER)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="7B">
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            characteristics:Power_Set( 1 )
            characteristics:Toughness_Set( 5 )
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="5">
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            characteristics:Colour_Set( COLOUR_WHITE )
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         if Object():GetCardType():Test( CARD_TYPE_CREATURE ) then
            return true
         end
         return false
      </AUTO_SKIP>
   <MANA_ABILITY resource_id="0">
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
      <AI_AVAILABILITY type="in_response" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   </ACTIVATED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" 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" />
   <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
   <AUTHOR><![CDATA[LBN]]></AUTHOR>
   <EDITORS><![CDATA[Armodeus]]></EDITORS>
   <DATE><![CDATA[18-07-15]]></DATE>
</CARD_V2>
Misplay
 
Posts: 92
Joined: 29 Aug 2013, 08:26
Has thanked: 50 times
Been thanked: 10 times

Re: Community Wad

Postby Finnical » 08 Jul 2016, 03:55

Dominator drone does not cause life loss when entering despite controlling devoid creature.
Finnical
 
Posts: 108
Joined: 03 Aug 2015, 08:13
Has thanked: 2 times
Been thanked: 5 times

Re: Community Wad

Postby flavioj » 09 Jul 2016, 04:03

I'm playing multiplayer with a friend (each one made a deck and sent the WADs to the other). Everytime the game ends (someone HP reach 0), when we return to the lobby, one of our games will always close (the game flashes and closes quickly, no error message). Any tips to prevent this? For now we are using Concede before the HP reaches zero and creating a new lobby everytime.
flavioj
 
Posts: 10
Joined: 15 Sep 2014, 00:38
Has thanked: 12 times
Been thanked: 0 time

Re: Community Wad

Postby Xander9009 » 19 Jul 2016, 19:50

Translations have been added. Forbidding Watchtower was missing the static ability to actually grant the mana ability based on the player's choice. So, it did need changed slightly, but was mostly fine.

Dominator Drone might be fixed. If you're still interested in it (sorry for the delay), then check after the next repack and let me know. It had "EffectSOurce()" in the filter. The capital O has been fixed and might correct the issue. If it doesn't, then I know what I'll likely need to do to fix it. (Put in a lue condition that checks each creature you control for being either colorless or devoid.)

I hate to say this, flavioj, but I have no idea what might cause that...
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Community Wad

Postby Dargenom » 23 Jul 2016, 13:00

Found some more card bugs.

Loreseeker's Stone: Only ever costs 3 mana, even though you need the appropriate amount to activate the ability.
Shield of the Righteous: Doesn't grant vigilance.
Molder: Seems to work as intended, but causes error reports once you close the game.
Staff of Domination: Some of the abilities don't use the stack.
Surreal Memoir: Shows which instant it will return before it resolves.

EDIT: Riot Gear: Grants +3/+0 instead of +1/+2.
Last edited by Dargenom on 25 Jul 2016, 23:17, edited 1 time in total.
Dargenom
 
Posts: 10
Joined: 17 Mar 2015, 23:45
Has thanked: 4 times
Been thanked: 1 time

Re: Community Wad

Postby Nick26 » 24 Jul 2016, 17:28

Hi,
I was testing an eldrazi deck and I noticed that Reality Smasher 's last ability doesn't work. It makes opponment choose a card but then the card is not discarded.
Nick26
 
Posts: 71
Joined: 23 Mar 2015, 16:40
Has thanked: 14 times
Been thanked: 0 time

Re: Community Wad

Postby propel0 » 29 Jul 2016, 22:10

Having an issue with Chalice of Life, when activated with life >30, it doesn't transform and the card becomes useless. The XML does refers to Chalice of Death, but I don't see it my Deck Builder, so maybe it's just the card is missing? Not sure who made the card
propel0
 
Posts: 39
Joined: 13 Aug 2012, 17:34
Has thanked: 2 times
Been thanked: 2 times

Re: Community Wad

Postby kabalan20 » 30 Jul 2016, 05:45

Time Stop doesn't immediately end the enemy's turn like i thought it would.
kabalan20
 
Posts: 8
Joined: 08 Nov 2015, 09:51
Has thanked: 7 times
Been thanked: 0 time

Re: Community Wad

Postby nachonal986 » 01 Aug 2016, 01:43

hey guys!
nice to see how grow all this work, thanks a lot to all.

I wanna update my wad, but something happen on google drive, I can't see the files, what I need to do to see the files now??
User avatar
nachonal986
 
Posts: 83
Joined: 27 Jul 2015, 21:13
Has thanked: 17 times
Been thanked: 1 time

Re: Community Wad

Postby nivmizzet1 » 01 Aug 2016, 02:51

Dargenom wrote:Found some more card bugs.

Staff of Domination: Some of the abilities don't use the stack.
Are you sure you have "hold priority" (I think it's that) in the options checked? I coded Staff of Domination, and I coded many of the abilities to skip the resolution time after one use (or other criteria, like >30 life for the grant life ability) because I only ever use that card in infinite combo decks which can become tedious if you can't choose to skip those resolution waiting times. These will only skip if you have the "hold priority" option unchecked though.
nivmizzet1
 
Posts: 617
Joined: 21 Mar 2013, 10:10
Has thanked: 100 times
Been thanked: 25 times

Re: Community Wad

Postby Dargenom » 02 Aug 2016, 10:33

nivmizzet1 wrote:Are you sure you have "hold priority" (I think it's that) in the options checked? I coded Staff of Domination, and I coded many of the abilities to skip the resolution time after one use (or other criteria, like >30 life for the grant life ability) because I only ever use that card in infinite combo decks which can become tedious if you can't choose to skip those resolution waiting times. These will only skip if you have the "hold priority" option unchecked though.
Ah, fair enough. I don't usually play with hold priority enabled. How would this work when playing against another person though, do both players have to have hold priority enabled for it to give priority or just the person using it?
Dargenom
 
Posts: 10
Joined: 17 Mar 2015, 23:45
Has thanked: 4 times
Been thanked: 1 time

Re: Community Wad

Postby nivmizzet1 » 03 Aug 2016, 13:34

Dargenom wrote:
nivmizzet1 wrote:
| Open
Are you sure you have "hold priority" (I think it's that) in the options checked? I coded Staff of Domination, and I coded many of the abilities to skip the resolution time after one use (or other criteria, like >30 life for the grant life ability) because I only ever use that card in infinite combo decks which can become tedious if you can't choose to skip those resolution waiting times. These will only skip if you have the "hold priority" option unchecked though.
Ah, fair enough. I don't usually play with hold priority enabled. How would this work when playing against another person though, do both players have to have hold priority enabled for it to give priority or just the person using it?
from memory I would say it will hold priority if anyone has that option enabled.
nivmizzet1
 
Posts: 617
Joined: 21 Mar 2013, 10:10
Has thanked: 100 times
Been thanked: 25 times

PreviousNext

Return to 2014

Who is online

Users browsing this forum: Google [Bot] and 4 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 5 users online :: 1 registered, 0 hidden and 4 guests (based on users active over the past 10 minutes)
Most users ever online was 7303 on 15 Jul 2025, 20:46

Users browsing this forum: Google [Bot] and 4 guests

Login Form