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DOTP 2013 Eldrazi Crush v2 it's on *everybody's work*

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Re: DOTP 2013 Eldrazi Crush added *need some help*

Postby BlindWillow » 21 Jul 2012, 20:18

Here's Kozilek:

Code: Select all
  <TRIGGERED_ABILITY auto_skip="1" active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When you cast Kozilek, Butcher of Truth, draw four cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand vous lancez Kozilek, Boucher de la Vérité, piochez quatre cartes.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando lances a Kozilek, asesino de la verdad, roba cuatro cartas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn du Kozilek, Schlächter der Wahrheit, wirkst, ziehe vier Karten.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando lanci Kozilek, Macellaio della Verità, pesca quattro carte.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたが真実の解体者、コジレックを唱えたとき、カードを4枚引く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When you cast Kozilek, Butcher of Truth, draw four cards.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда вы разыгрываете Козилека, Истребителя Истины, возьмите четыре карты.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando conjurar Kozilek, Carniceiro da Verdade, compre quatro cards.]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    if EffectController() ~= nil then
   PlayerDrawCards( EffectController(), 4 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY badge="BADGE_ANNIHILATOR" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Annihilator 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Annihilateur 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aniquilador 4.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vernichter 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Annientatore 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[滅殺 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Annihilator 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аннигилятор 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aniquilador 4]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    local defendingPlayer = Object():GetPlayerAttacked()
    local total = 0
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetController( defendingPlayer )
    filter:NotTargetted()
    total = filter:CountStopAt(4)
    defendingPlayer:SetTargetCount( total )
    for i=0, total-1 do
       defendingPlayer:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_PERMANENT_TO_SACRIFICE" )
    end
    defendingPlayer:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local defendingPlayer = Object():GetPlayerAttacked()
    local i = 1
    local target_DC = EffectDC():Get_Targets(0)
    if target_DC ~= nil then
       local target_card = target_DC:Get_CardPtr(0)
       while (target_card ~= nil) do
          target_card:Sacrifice( defendingPlayer )
          target_card = target_DC:Get_CardPtr(i)
          i=i+1
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY" active_zone="ZONE_GRAVEYARD">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Kozilek is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand Kozilek est mis dans un cimetière depuis n'importe où, son propriétaire mélange son cimetière à sa bibliothèque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn Kozilek von irgendwoher auf den Friedhof gelegt wird, mischt sein Besitzer seinen Friedhof in seine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando Kozilek vaya a un cementerio desde cualquier parte, su propietario baraja su cementerio en su biblioteca.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando Kozilek viene messo in un cimitero da qualsiasi zona, il suo proprietario rimescola il suo cimitero nel suo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[真実の解体者、コジレックがいずれかの領域からいずれかの墓地に置かれたとき、オーナーは自分の墓地を自分のライブラリーに加えて切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Kozilek is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Козилек попадает откуда-либо на кладбище, его владелец втасовывает свое кладбище в свою библиотеку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Kozilek é colocado num cemitério vindo de qualquer lugar, seu dono embaralha seu próprio cemitério em seu próprio grimório.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    if player ~= nil then
       player:MoveLocalZone( ZONE_GRAVEYARD, ZONE_LIBRARY )
       if EffectSource() ~= nil then
          local differentPlayers = false
          if( EffectSource():GetOwner() ~= player) then
             differentPlayers = true
          end
          EffectSource():PutInLibrary( -1 )
          if differentPlayers and EffectSource():GetOwner() ~= nil then
             EffectSource():GetOwner():ShuffleLibrary()
          end
       end 
       player:ShuffleLibrary()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: DOTP 2013 Eldrazi Crush added *need some help*

Postby BlindWillow » 21 Jul 2012, 20:53

And finally here's Ulamog:

Code: Select all
  <TRIGGERED_ABILITY auto_skip="1" active_zone="ZONE_STACK">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When you cast Ulamog, the Infinite Gyre, destroy target permanent.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand vous lancez Ulamog, l'Épicycle Infini, détruisez un permanent ciblé.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando lances a Ulamog, la espiral infinita, destruye el permanente objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn du Ulamog, den unendlichen Wirbel, wirkst, zerstöre eine bleibende Karte deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando lanci Ulamog, il Cerchio Infinito distruggi un permanente bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたが無限に廻るもの、ウラモグを唱えたとき、パーマネント1つを対象とし、それを破壊する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When you cast Ulamog, the Infinite Gyre, destroy target permanent.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда вы разыгрываете Уламога, Бесконечный Вихрь, уничтожьте целевой перманент.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando conjurar Ulamog, o Vórtice Infinito, destrua a permanente alvo.]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_PERMANENT_TO_DESTROY", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION ignore_filter="1">
    local target = EffectDC():Get_Targets(0):Get_NthCardPtr(0)
    if target ~= nil then   
       target:Destroy() 
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="TARGET_LIGHTNING_PLAY" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY badge="BADGE_ANNIHILATOR" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Annihilator 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Annihilateur 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aniquilador 4.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vernichter 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Annientatore 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[滅殺 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Annihilator 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аннигилятор 4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aniquilador 4]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    local defendingPlayer = Object():GetPlayerAttacked()
    local total = 0
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetController( defendingPlayer )
    filter:NotTargetted()
    total = filter:CountStopAt(4)
    defendingPlayer:SetTargetCount( total )
    for i=0, total-1 do
       defendingPlayer:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_PERMANENT_TO_SACRIFICE" )
    end
    defendingPlayer:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local defendingPlayer = Object():GetPlayerAttacked()
    local i = 1
    local target_DC = EffectDC():Get_Targets(0)
    if target_DC ~= nil then
       local target_card = target_DC:Get_CardPtr(0)
       while (target_card ~= nil) do
          target_card:Sacrifice( defendingPlayer )
          target_card = target_DC:Get_CardPtr(i)
          i=i+1
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ulamog is indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ulamog est indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ulamog es indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ulamog ist unzerstörbar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ulamog è indistruttibile.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[無限に廻るもの、ウラモグは破壊されない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ulamog is indestructible.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Уламог не может быть уничтожен.]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ulamog é indestrutível.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION>
    local characteristics = Object():GetCurrentCharacteristics()
    characteristics:Characteristic_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY" active_zone="ZONE_GRAVEYARD">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Ulamog is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand Ulamog est mis dans un cimetière depuis n'importe où, son propriétaire mélange son cimetière à sa bibliothèque.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn Ulamog von irgendwoher auf den Friedhof gelegt wird, mischt sein Besitzer seinen Friedhof in seine Bibliothek.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando Ulamog vaya a un cementerio desde cualquier parte, su propietario baraja su cementerio en su biblioteca.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando Ulamog viene messo in un cimitero da qualsiasi zona, il suo proprietario rimescola il suo cimitero nel suo grimorio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[無限に廻るもの、ウラモグがいずれかの領域からいずれかの墓地に置かれたとき、そのオーナーは自分の墓地を自分のライブラリーに加えて切り直す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Ulamog is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Уламог попадает откуда-либо на кладбище, его владелец втасовывает свое кладбище в свою библиотеку.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Ulamog é colocado num cemitério vindo de qualquer lugar, seu dono embaralha seu próprio cemitério em seu próprio grimório.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    if player ~= nil then
       player:MoveLocalZone( ZONE_GRAVEYARD, ZONE_LIBRARY )
       if EffectSource() ~= nil then
          local differentPlayers = false
          if( EffectSource():GetOwner() ~= player) then
             differentPlayers = true
          end
          EffectSource():PutInLibrary( -1 )
          if differentPlayers and EffectSource():GetOwner() ~= nil then
             EffectSource():GetOwner():ShuffleLibrary()
          end
       end 
       player:ShuffleLibrary()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
I've attached a .zip file with the complete .xml files for the three Eldrazi legends. Adjust the multiverse and art ids as necessary.
Attachments
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Re: DOTP 2013 Eldrazi Crush added *need some help*

Postby thefiremind » 21 Jul 2012, 20:53

BlindWillow wrote:And what are people using, if anything, to get Korean translations for cards that Gatherer doesn't have?
When a translation is missing, I usually put English text for that language. It's always better than having English in all the languages, as too many people are doing. :wink:

I also coded some Eldrazi, but I didn't test them. I inserted your protection code in Emrakul, it seems you had a very good idea. To everyone: feel free to use those anywhere you want.
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< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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Re: DOTP 2013 Eldrazi Crush added *need some help*

Postby Tyrany » 22 Jul 2012, 18:50

Thanks for the tips i'm making some progress here tomorrow i'll post v2 with somw fixes

and a big thanks for firemind a big help here
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Re: DOTP 2013 Eldrazi Crush v2 Monday

Postby Tyrany » 23 Jul 2012, 10:35

dindt notice ur edit firemind, maybe it was an error doing the pack of the wrong folder because mine is working with the bugs from op
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Re: DOTP 2013 Eldrazi Crush v2 it's on *everybody's work*

Postby Tyrany » 28 Jul 2012, 18:41

Can someone take a look into my wad for some reason after a duel ends it fc

And i dont have a clue about it

Thnks

Ps. If someone wants to take the deck for adoption youre welcome
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Re: DOTP 2013 Eldrazi Crush v2 it's on *everybody's work*

Postby nabeshin » 31 Jul 2012, 13:39

Tyrany wrote:Can someone take a look into my wad for some reason after a duel ends it fc

And i dont have a clue about it

Thnks

Ps. If someone wants to take the deck for adoption youre welcome
Your deck was successfully adopted.
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