当场上存在B,C,D,E,F时,转化A成为G异能怎么写来着~
本帖最后由 蘑菇之神 于 2012-12-11 09:28 编辑<TOKEN_REGISTRATION reservation="1" type="目标A" />
<TOKEN_REGISTRATION reservation="2" type="目标G" />
<ACTIVATED_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<COST type="Mana" cost="{费用待定}" />
<AVAILABILITY>
if
??????
end
return false
</AVAILABILITY>
<RESOLUTION_TIME_ACTION>
Transform( Object() )
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY type="in_response" />
<AI_AVAILABILITY type="in_response_dangerous" />
<AI_AVAILABILITY step="main_1" turn="my_turn" />
<AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
<AI_AVAILABILITY step="declare_blockers" />
<AI_AVAILABILITY step="end_of_turn" />
</ACTIVATED_ABILITY>问号部分求解OTZ
如果能 没有A,直接牺牲BCDEF而将牌组外的G放入场 就更好了~~
已知牺牲B,变出G的
<ACTIVATED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<COST type="Mana" cost="{费用待定}" />
<COST type="TapSelf" />
<COST type="SacrificeSelf" />
<AVAILABILITY>
return EffectController():CanAfford("{待定+1}") == 1
</AVAILABILITY>
<RESOLUTION_TIME_ACTION>
local token_count = 1
if token_count > 0 then
MTG():PutTokensIntoPlay( "G", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY type="in_response" />
<AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
<AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
<AI_AVAILABILITY behaviour="MakeCreature" />
</ACTIVATED_ABILITY>
来帮忙一下了,附上if you control 的笔记。
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone(ZONE_IN_PLAY)
filter:AddCardType(CARD_TYPE_LAND)
filter:SetController( EffectController() )
filter:NotTargetted()
local land_count = filter:CountStopAt( 4 )
if land_count > 3 then
return true
else
return false
end
附上可以找特定牌名的笔记。
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_GRAVEYARD )
filter:AddCardName( "RITE_OF_FLAME" )
total = filter:Count()
if total > 0 then
MTG():PutTokensIntoPlay( "_TOKEN_R_624997", total, EffectController() )
end
<TOKEN_REGISTRATION reservation="5" type="G" />
<TRIGGERED_ABILITY LKI_shield_effect_source="1" auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return MyUpkeep()
</TRIGGER>
<COST type="Sacrifice">
<TARGET_DEFINITION id="6">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_XXX )
filter:AddExtra( FILTER_EXTRA_FLIP_SUB_TYPES )
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ENEMY, EffectController() )
filter:NotTargetted()
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(6)
</TARGET_DETERMINATION>
<PLAYTIME>
EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_XXX_TO_SACRIFICE", EffectDC():Make_Targets(0) )
</PLAYTIME>
</COST>
<RESOLUTION_TIME_ACTION>
MTG():PutTokensIntoPlay( "G", 1, EffectController() )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY> 附上sacrifice场上物的笔记。<COST type="Sacrifice"><TARGET_DEFINITION id="6">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_ARTIFACT )
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ENEMY, EffectController() )
filter:NotTargetted()
</TARGET_DEFINITION><TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(6)
</TARGET_DETERMINATION><PLAYTIME>
EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_ARTIFACT_TO_SACRIFICE", EffectDC():Make_Targets(0) )
</PLAYTIME></COST> 附上转化条件。<AVAILABILITY>
if not IsTransformed( Object() ) then
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:AddSubType( CREATURE_TYPE_VAMPIRE )
filter:SetController( EffectController() )
filter:NotTargetted()
return filter:CountStopAt( 5 ) == 5
end
return false
</AVAILABILITY>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardName( "A" )
filter:AddCardName( "B" )
filter:AddCardName( "C" )
filter:AddCardName( "D" )
filter:AddCardName( "E" )
filter:SetController( EffectController() )
filter:NotTargetted()
return filter:CountStopAt( 5 ) == 5
if you control ABCDE <ACTIVATED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<COST type="TapSelf"/>
<COST type="Sacrifice" number="某数量">
<TARGET_DEFINITION id="6">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_ARTIFACT )
filter:SetPlayer( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ENEMY, EffectController() )
filter:IgnoreIfChangingZone()
--filter:May()
filter:NotTargetted()
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(6)
</TARGET_DETERMINATION>
<PLAYTIME>
EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_ARTIFACT_TO_SACRIFICE", EffectDC():Make_Targets(0) )
</PLAYTIME></COST>
<RESOLUTION_TIME_ACTION>
local token_count = 1
if token_count > 0 then
MTG():PutTokensIntoPlay( "G", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<AVAILABILITY>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardName( "A" )
filter:AddCardName( "B" )
filter:AddCardName( "C" )
filter:AddCardName( "D" )
filter:AddCardName( "E" )
filter:SetController( EffectController() )
filter:NotTargetted()
local ABCDE_count = filter:CountStopAt( 5 )
if ABCDE_count > 4 then
return true
else
return false
end
</AVAILABILITY>
AVAILABILITY部分应改是这样,试试看。 <TOKEN_REGISTRATION reservation="1" type="目标A" />
<TOKEN_REGISTRATION reservation="2" type="目标G" />
<ACTIVATED_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<COST type="Mana" cost="{费用待定}" />
<AVAILABILITY>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardName( "B" )
filter:AddCardName( "C" )
filter:AddCardName( "D" )
filter:AddCardName( "E" )
filter:AddCardName( "F" )
filter:SetController( EffectController() )
filter:NotTargetted()
local ABCDE_count = filter:CountStopAt( 5 )
if ABCDE_count > 4 then
return true
else
return false
end
</AVAILABILITY>
<RESOLUTION_TIME_ACTION>
Transform( Object() )
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY type="in_response" />
<AI_AVAILABILITY type="in_response_dangerous" />
<AI_AVAILABILITY step="main_1" turn="my_turn" />
<AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
<AI_AVAILABILITY step="declare_blockers" />
<AI_AVAILABILITY step="end_of_turn" />
</ACTIVATED_ABILITY> josbrd 发表于 2012-12-11 10:29 static/image/common/back.gif
AVAILABILITY部分应改是这样,试试看。
3Q,成功了
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="AAAAA_24000" />
<CARDNAME text="AAAAA" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="24000" />
<ARTID value="24000" />
<ARTIST name="蘑菇之神" />
<CASTING_COST cost="{2}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TOKEN_REGISTRATION reservation="1" type="GGGGG_24006" />
<TRIGGERED_ABILITY internal="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
MTG():CreateDelayedTrigger(1, nil)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="1" forced_skip="1" filter_zone="ZONE_IN_PLAY">
<CLEANUP fire_once="1" />
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<RESOLUTION_TIME_ACTION>
GetTransformData_Step1("GGGGG_24006")
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
GetTransformData_Step2()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
<CONTINUOUS_ACTION layer="1">
if IsTransformed( Object() ) then
ApplyTransformation( 1, 1, CARD_TYPE_CREATURE, CREATURE_TYPE_VAMPIRE )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<COST type="Mana" cost="{1}" />
<AVAILABILITY>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:AddCardName( "BBBBB" )
filter:AddCardName( "CCCCC" )
filter:AddCardName( "DDDDD" )
filter:AddCardName( "EEEEEE" )
filter:AddCardName( "FFFFF" )
filter:SetController( EffectController() )
filter:NotTargetted()
local ABCDE_count = filter:CountStopAt( 5 )
if ABCDE_count > 4 then
return true
else
return false
end
</AVAILABILITY>
<RESOLUTION_TIME_ACTION>
Transform( Object() )
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY type="in_response" />
<AI_AVAILABILITY type="in_response_dangerous" />
<AI_AVAILABILITY step="main_1" turn="my_turn" />
<AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
<AI_AVAILABILITY step="declare_blockers" />
<AI_AVAILABILITY step="end_of_turn" />
</ACTIVATED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
<SFX text="COMBAT_FANG_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_FANG_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
<?xml version='1.0'?>
<CARD_V2 custom="true">
<FILENAME text="GGGGG_24006" />
<CARDNAME text="GGGGG" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="24006" />
<ARTID value="24006" />
<COLOUR value="B" />
<ARTIST name="蘑菇之神" />
<CASTING_COST cost="" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<POWER value="5" />
<TOUGHNESS value="5" />
<SFX text="COMBAT_FANG_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_FANG_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
不过BCDEF神器必须是传奇的,不然其实只要那5种神器数量到达5个就会生效,而不是每个一个的时候。 @sumomole for语句不会,求大神赐教0.0~~~~
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