蘑菇之神 发表于 2013-1-4 00:24

奥札奇系列慢吞吞补全计划~

本帖最后由 蘑菇之神 于 2013-1-15 09:13 编辑

奥札奇系列慢吞吞补全计划~
列出已有的,补全暂无的。主要参照奥札奇再起牌表及与奥札奇有关联的卡牌,能力有限,尚存在很多未解决问题,不定期更新ing。
对于尚未解决的标注淡蓝色字体的卡,如有路过高人能指教一二,不胜感激。
已有的为灰色,补全的为蓝色。首字母排序~
--------------------------------------------------------------------------
无色:
All Is Dust(尽归尘土)
Artisan of Kozilek(寇基雷工匠)
Dreamstone Hedron(梦想晶石) →29楼
Eldrazi Conscription(奥札奇征召)→2楼
Emrakul, the Aeons Torn(万世创伤伊莫库)
Eldrazi Temple(奥札奇殿堂) →{T}:加{2}到你的法术力池中。 此法术力只能用来施放无色奥札奇咒语,或是起动无色奥札奇的起动式异能。待解决.= =
Eldrazi Monument(奥札奇纪念碑)
Eye of Ugin(乌金之眼)
Hand of Emrakul(伊莫库之手)
Hedron Matrix(晶石间质) →30楼
It That Betrays(背叛恶物)
Kozilek, Butcher of Truth(真理屠夫寇基雷)
Not of This World(异界之物)→如何正确地指向待反击的目标咒语或者异能其所指向的那个目标,从而判断它的操控权是否属于我方以及它的力量呢?待解决.= =
Pathrazer of Ulamog(钨拉莫夷径者) →钨拉莫夷径者只能被三个或更多生物阻挡。 原打算参照原版的双头裂片妖,但似乎原版的就不太对,TODO?,待解决.= =
Skittering Invasion(掠行侵略) →4楼
Spawnsire of Ulamog(钨拉莫孳息者)→其第三个异能,“{20}:从游戏外施放任意数量由你拥有的奥札奇牌,且不需支付其法术力费用。”此异能估计无法实现。
Ulamog, the Infinite Gyre(无尽轮回钨拉莫)
Ulamog's Crusher(钨拉莫猛击手)

TOKEN_ELDRAZI_0_1(奥札奇0/1衍生物)→3楼   原版的和伊莫库之手不兼容,缺少后裔属性且不产费,但实测产{1}的"_TOKEN_C_624999"虽然游戏中可用,但似乎会在游戏取得胜利后跳出,大概产无色法术力源的不能实现,勉强用个其他不相干的颜色替代.= =
--------------------------------------------------------------------------
有色:
Ancient Stirrings(唤醒古物)
Awakening Zone(觉醒区域) →27楼
Broodwarden(血脉守卫) →28楼
Brood Birthing(整巢诞生)→32楼
Consume the Meek(吞噬弱者)
Consuming Vapors (化骨毒气)
Corpsehatch(尸囊育种) →10楼
Disaster Radius(灾祸范围)
Dread Drone(可怖奴兽)→18楼
Emrakul's Hatcher(伊莫库育恶兽) →23楼
Escaped Null(逃脱躯壳)
Essence Feed(摄食菁华)→19楼
Explosive Revelation(爆烈启示) →
Flame Slash(火焰飞斩)
Gravitational Shift(引力翻转)
Harmless Assault(无伤突袭)
Hellion Eruption(地狱兽暴涌)
Inquisition of Kozilek(寇基雷的审讯)
Kozilek's Predator(寇基雷猎者) →11楼   原版已有,但名为寇基雷捕食者,描述文字汉化不全,衍生物不产费,其余一样。
Lay Bare(披露) →
Merfolk Skyscout(空侦人鱼) →
Nest Invader(袭巢恶兽) →31楼
Pawn of Ulamog(钨拉莫兵卒)→20楼
Perish the Thought(打住念头) →
Oust(撵走)
Rapacious One(捕食恶兽) →24楼
Shrivel(皱缩)→21楼
Spawning Breath(后裔喷息)→25楼
Suffer the Past(往事纠缠) →
Surreal Memoir(虚幻回忆) →
Traitorous Instinct(背叛本能) →
Virulent Swipe(猛毒劈砍) →

。。。。。。。。。。。。。。   
--------------------------------------------------------------------------
未完待续ing~~~~(_ _)。゜zzZ

蘑菇之神 发表于 2013-1-4 00:24

本帖最后由 蘑菇之神 于 2013-1-6 14:18 编辑

Eldrazi Conscription(奥札奇征召)~

由于未找到全图,此图片和实体卡有部分出入.= =
结附前后对比:

<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="ELDRAZI_CONSCRIPTION_900000000" />
<CARDNAME text="ELDRAZI_CONSCRIPTION" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000000" />
<ARTID value="900000000" />
<ARTIST name="Jaime Jones" />
<CASTING_COST cost="{8}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Tribal" />
<TYPE metaname="Enchantment" />
<SUB_TYPE metaname="Eldrazi" />
<SUB_TYPE metaname="Aura" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<STATIC_ABILITY attach_filter="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION>
    local attach_filter = Object():AttachmentFilter_Get()
    attach_filter:Clear()
    attach_filter:AddCardType( CARD_TYPE_CREATURE )
    </CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="7C">
    local parent = Object():GetParent()
    if parent ~= nil then
   parent:GetCurrentCharacteristics():Power_Add( 10 )
   parent:GetCurrentCharacteristics():Toughness_Add( 10 )
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local parent = Object():GetParent()
    if parent ~= nil then
   parent:GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_TRAMPLE, 1 )
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local parent = Object():GetParent()
    if parent ~= nil then
   parent:GetCurrentCharacteristics():GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY badge="BADGE_ANNIHILATOR" resource_id="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></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(2)
    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>
<SPELL_ABILITY attach_filter="1" dangerous="1" filter_zone="ZONE_IN_PLAY">
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetHint( HINT_ALLIED_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target_card ~= nil then
   Object():Enchant( target_card )
    end
    </RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
</CARD_V2>

蘑菇之神 发表于 2013-1-4 00:24

本帖最后由 蘑菇之神 于 2013-1-6 16:44 编辑

TOKEN_ELDRAZI_0_1(奥札奇0/1衍生物)~
原版的似乎牺牲之后不产费。且不具有后裔属性,和伊莫库之手不兼容。


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="TOKEN_ELDRAZI_0_1_1991000" />
<CARDNAME text="ELDRAZI_SPAWN" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="1991000" />
<ARTID value="Z03888" />
<COLOUR value="" />
<ARTIST name="Vincent Proce" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<SUB_TYPE metaname="Spawn" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<EXPANSION value="DPG" />
<RARITY metaname="T" />
<POWER value="0" />
<TOUGHNESS value="1" />
<ACTIVATED_ABILITY forced_skip="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <COST type="SacrificeSelf" />
    <RESOLUTION_TIME_ACTION>
    local token_count = 1
    if token_count &gt; 0 then
   MTG():PutTokensIntoPlay( "_TOKEN_C_624999", 1, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<TOKEN />
<AI_BASE_SCORE score="900" zone="ZONE_IN_PLAY" />
</CARD_V2>
产无色{1}法术力源“_TOKEN_C_624999”实际上貌似会导致在游戏胜利后跳出,原因不明OTZ~~~~如果跳出就凑合着用“_TOKEN_W_624994”什么的替代下吧,貌似奥札奇系列和白色法术力是不沾边的,勉勉强强可以把白色充当无色用-________-''



<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="TOKEN_ELDRAZI_0_1_1991000" />
<CARDNAME text="ELDRAZI_SPAWN" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="1991000" />
<ARTID value="Z03888" />
<COLOUR value="" />
<ARTIST name="Vincent Proce" />
<CASTING_COST cost="" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<SUB_TYPE metaname="Spawn" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<EXPANSION value="DPG" />
<RARITY metaname="T" />
<POWER value="0" />
<TOUGHNESS value="1" />
<ACTIVATED_ABILITY forced_skip="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <COST type="SacrificeSelf" />
    <RESOLUTION_TIME_ACTION>
    local token_count = 1
    if token_count &gt; 0 then
   MTG():PutTokensIntoPlay( "_TOKEN_W_624994", 1, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<TOKEN />
<AI_BASE_SCORE score="900" zone="ZONE_IN_PLAY" />
</CARD_V2>

蘑菇之神 发表于 2013-1-4 00:24

本帖最后由 蘑菇之神 于 2013-1-4 00:17 编辑

Skittering Invasion(掠行侵略)


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="SKITTERING_INVASION_900000002" />
<CARDNAME text="SKITTERING_INVASION" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000002" />
<ARTID value="900000002" />
<ARTIST name="Eric Deschamps" />
<CASTING_COST cost="{7}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[「血脉扩展得太快,连杀都杀不完。 我担心状况只会更糟。」
~《战场札记》]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Tribal" />
<TYPE metaname="Sorcery" />
<SUB_TYPE metaname="Eldrazi" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <RESOLUTION_TIME_ACTION>
    local token_count = 5
    if token_count &gt; 0 then
   MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000" />
</CARD_V2>

abcdef525 发表于 2013-1-4 10:26

加油!另外请问蘑菇这些代码要怎么用的,表示菜鸟一只不知道怎么做{:3_100:}

abcdef525 发表于 2013-1-4 11:25

“{20}:从游戏外施放任意数量由你拥有的奥札奇牌,且不需支付其法术力费用。”此异能为什么无法实现呢?这个意思不就是{20}把所有被放逐的奥扎奇牌拿会战场吗,应该可以参考遗忘轮吧,消灭遗忘轮就能把被它放逐的牌拿回战场。

abcdef525 发表于 2013-1-4 11:33

abcdef525 发表于 2013-1-4 11:25 static/image/common/back.gif
“{20}:从游戏外施放任意数量由你拥有的奥札奇牌,且不需支付其法术力费用。”此异能为什么无法实现呢?这 ...

哦,更正下应该是把被放逐的牌都拿回战场,但同时把它们当作从手上施放,就是让它们都变成0费而已

jx3down 发表于 2013-1-4 11:50

辛苦,寄生还更新么0.0

jx3down 发表于 2013-1-4 14:57

已有评分金元   理由
不给好评-1    不许冬眠

蘑菇之神 发表于 2013-1-4 16:13

Corpsehatch(尸囊育种)~



<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="CORPSEHATCH_900000003" />
<CARDNAME text="CORPSEHATCH" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000003" />
<ARTID value="900000003" />
<ARTIST name="Kekai Kotaki" />
<CASTING_COST cost="{3}{B}{B}" />
<TYPE metaname="Sorcery" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<SPELL_ABILITY dangerous="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>

    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddColour( COLOUR_BLACK )
    filter:AddExtra( FILTER_EXTRA_FLIP_COLOUR )
    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_CREATURE_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>
<RESOLUTION_TIME_ACTION>
local token_count = 2
if token_count > 0 then
MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
    <SFX text="TARGET_LIGHTNING_PLAY" />
</SPELL_ABILITY>
</CARD_V2>

蘑菇之神 发表于 2013-1-4 16:19

Kozilek's Predator(寇基雷猎者)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="KOZILEKS_PREDATOR_199500"/>
<CARDNAME text="KOZILEKS_PREDATOR"/>
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="199500"/>
<ARTID value="1995"/>
<ARTIST name="Steve Argyle"/>
<CASTING_COST cost="{3}{G}"/>
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature"/>
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0"/>
<SUB_TYPE metaname="Drone" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1"/>
<EXPANSION value="DPG"/>
<RARITY metaname="C"/>
<POWER value="3"/>
<TOUGHNESS value="3"/>
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY"/>
<RESOLUTION_TIME_ACTION>
local token_count = 2
if token_count > 0 then
MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000"/>
<HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY"/>
<SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1"/>
</CARD_V2>原版已有,只是和MTG万智牌卡牌搜索查出来的名字不太一样,原版背景描述文字为英语,衍生物不产费,其他一样。


蘑菇之神 发表于 2013-1-4 16:22

jx3down 发表于 2013-1-4 14:57 static/image/common/back.gif
已有评分金元   理由
不给好评-1    不许冬眠

{:3_50:}{:3_50:}{:3_50:}~~~

abcdef525 发表于 2013-1-4 16:44

代码怎么用啊?不明白

bibi2009 发表于 2013-1-6 16:34

奥扎奇三兄弟威力无边呀

bibi2009 发表于 2013-1-6 16:34

歼灭异能很NB

bibi2009 发表于 2013-1-6 16:34

奥扎奇征召是张好卡

bibi2009 发表于 2013-1-6 16:35

旅法师的功能能加入么

蘑菇之神 发表于 2013-1-6 22:16

Dread Drone(可怖奴兽)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="DREAD_DRONE_900000004"/>
<CARDNAME text="DREAD_DRONE"/>
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000004"/>
<ARTID value="900000004"/>
<ARTIST name="Raymond Swanland"/>
<CASTING_COST cost="{4}{B}"/>
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature"/>
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0"/>
<SUB_TYPE metaname="Drone" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1"/>
<EXPANSION value="DPG"/>
<RARITY metaname="C"/>
<POWER value="4"/>
<TOUGHNESS value="1"/>
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY"/>
<RESOLUTION_TIME_ACTION>
local token_count = 2
if token_count > 0 then
MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000"/>
<HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY"/>
<SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1"/>
</CARD_V2>

蘑菇之神 发表于 2013-1-6 23:34

Essence Feed(摄食菁华)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="ESSENCE_FEED_900000005" />
<CARDNAME text="ESSENCE_FEED" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000005" />
<ARTID value="900000005" />
<ARTIST name="Daarken" />
<CASTING_COST cost="{5}{B}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Sorcery" />
<EXPANSION value="DPG" />
<RARITY metaname="C" />
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
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_PLAYER_LOSE_3", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if ( target_player ~= nil ) then
target_player:LoseLife(3)
EffectController():GainLife(3)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local token_count = 3
if token_count > 0 then
MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
</CARD_V2>

蘑菇之神 发表于 2013-1-7 02:36

Pawn of Ulamog(钨拉莫兵卒)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="PAWN_OF_ULAMOG_900000001" />
<CARDNAME text="PAWN_OF_ULAMOG" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000001" />
<ARTID value="900000001" />
<ARTIST name="Daarken" />
<CASTING_COST cost="{1}{B}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Vampire" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<SUB_TYPE metaname="Shaman" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<EXPANSION value="DPG" />
<RARITY metaname="U" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TRIGGERED_ABILITY auto_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="objectyoucontrol" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_IN_PLAY">
    if (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and TriggerObject():IsToken() == 0) then
   return true
    else
   return false
    end
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local token_count = 1
    if token_count &gt; 0 then
   MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000" />
<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>

蘑菇之神 发表于 2013-1-7 13:34

Shrivel(皱缩)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="SHRIVEL_900000006" />
<CARDNAME text="SHRIVEL" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000006" />
<ARTID value="900000006" />
<ARTIST name="Jung Park" />
<CASTING_COST cost="{1}{B}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[「你杀过在你作物上乱爬的昆虫吗? 我想奥札奇就是这样子来对付我们的。」
~昂度猎场看守人席妲]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Sorcery" />
<EXPANSION value="DPG" />
<RARITY metaname="C" />
<SPELL_ABILITY dangerous="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <FILTER>
    return (FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard():GetZone() == (ZONE_IN_PLAY))
    </FILTER>
    <CONTINUOUS_ACTION layer="7C">
    if FilteredCard() ~= nil then
   local characteristics = FilteredCard():GetCurrentCharacteristics()
   if characteristics ~= nil then
characteristics:Power_Add( -1 )
characteristics:Toughness_Add( -1 )
   end
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <SFX text="GLOBAL_MASSACRE_PLAY" />
</SPELL_ABILITY>
</CARD_V2>感觉这个和0/1衍生物不怎么协调呀,杀自己的衍生物才更方便~{:3_50:}


sireniaoxe 发表于 2013-1-8 01:05

嗯。。。虽然基本看不懂,但是确实很NB。。。
曾经幻想把12里那套甜美的梦,就是那套堆对方手牌取胜的做出来搬到13里,但是现在看来。。。寒假有功夫再说吧。。。先把代码楼读通是正解。。。

蘑菇之神 发表于 2013-1-10 00:27

Emrakul's Hatcher(伊莫库育恶兽)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="EMRAKULS_HATCHER_900000008"/>
<CARDNAME text="EMRAKULS_HATCHER"/>
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000008"/>
<ARTID value="900000008"/>
<ARTIST name="Jaime Jones"/>
<CASTING_COST cost="{4}{R}"/>
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature"/>
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0"/>
<SUB_TYPE metaname="Drone" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1"/>
<EXPANSION value="DPG"/>
<RARITY metaname="C"/>
<POWER value="3"/>
<TOUGHNESS value="3"/>
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY"/>
<RESOLUTION_TIME_ACTION>
local token_count = 3
if token_count > 0 then
MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000"/>
<HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY"/>
<SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1"/>
</CARD_V2>这个和寇基雷猎者、可怖奴兽基本一样,三只基友。

蘑菇之神 发表于 2013-1-10 01:15

Rapacious One(捕食恶兽)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="RAPACIOUS_ONE_900000009"/>
<CARDNAME text="RAPACIOUS_ONE"/>
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000009"/>
<ARTID value="900000009"/>
<ARTIST name="Jason A. Engle"/>
<CASTING_COST cost="{5}{R}"/>
<TYPE metaname="Creature"/>
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0"/>
<SUB_TYPE metaname="Drone" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1"/>
<EXPANSION value="DPG"/>
<RARITY metaname="U"/>
<POWER value="5"/>
<TOUGHNESS value="4"/>
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Characteristic_Set( CHARACTERISTIC_TRAMPLE, 1 )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <TRIGGER value="CREATURE_DEALS_COMBAT_DAMAGE_TO_PLAYER" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    local damage = Damage():GetAmount()
    if damage &gt; 0 then
      MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", damage, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000"/>
<HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY"/>
<SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1"/>
</CARD_V2>打人爆费,另类的爆费方法( ̄▽ ̄") ~~~

蘑菇之神 发表于 2013-1-11 23:35

Spawning Breath(后裔喷息)~~~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="SPAWNING_BREATH_900000010" />
<CARDNAME text="SPAWNING_BREATH" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000010" />
<ARTID value="900000010" />
<ARTIST name="Trevor Claxton" />
<CASTING_COST cost="{1}{R}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="DPG" />
<RARITY metaname="C" />
<SPELL_ABILITY dangerous="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
    filter:AddCardType( CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_DEAL_1_DAMAGE", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    local source = EffectSource()
    if source == nil then
      source = Object()
    end
    if ( target_creature ~= nil ) then   
   target_creature:DealDamage(1, source)
    elseif
   ( target_player ~= nil ) then   
   target_player:DealDamage(1, source)
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="TARGET_FLAME_PLAY" />
    <RESOLUTION_TIME_ACTION>
    local token_count = 1
    if token_count &gt; 0 then
    MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000" />
</CARD_V2>

abcdef525 发表于 2013-1-11 23:52

蘑菇之神 发表于 2013-1-11 23:35 static/image/common/back.gif
Spawning Breath(后裔喷息)~~~

2费才1点伤害,弱爆了

蘑菇之神 发表于 2013-1-12 02:01

Awakening Zone(觉醒区域)~

无选择肢版:

<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="AWAKENING_ZONE_900000011" />
<CARDNAME text="AWAKENING_ZONE" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000011" />
<ARTID value="900000011" />
<ARTIST name="Johann Bodin" />
<CASTING_COST cost="{2}{G}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
    return ( EffectController():MyTurn() ~= 0 ) and ( MTG():GetStep() == STEP_UPKEEP )
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local token_count = 1
    if token_count &gt; 0 then
    MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", token_count, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000" />
</CARD_V2>
有选择肢版:

<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="AWAKENING_ZONE_900000011" />
<CARDNAME text="AWAKENING_ZONE" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000011" />
<ARTID value="900000011" />
<ARTIST name="Johann Bodin" />
<CASTING_COST cost="{2}{G}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
    return ( EffectController():MyTurn() ~= 0 ) and ( MTG():GetStep() == STEP_UPKEEP )
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if EffectController() ~= nil then
   EffectController():BeginNewMultipleChoice()
   EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_PUT_ELDRAZI_SPAWN_ONTO_BATTLEFIELD" )
   EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOT_PUT_ELDRAZI_SPAWN_ONTO_BATTLEFIELD" )
   EffectController():AskMultipleChoiceQuestion( "CARD_QUERY_MC_CHOOSE_MODE" )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController() ~= nil then
       local decision = Object():GetMultipleChoiceResult()
       if decision == 0 then
    MTG():PutTokensIntoPlay( "TOKEN_ELDRAZI_0_1_1991000", 1, EffectController() )
       end
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_ELDRAZI_0_1_1991000" />
</CARD_V2>前者是直接每回合我方维持开始时放置一个0/1奥札奇后裔衍生物,后者则是出现选择肢,每回合我方维持阶段开始时可以自由选择是否放置衍生物。(其实后者大概没多大必要,一般情况不会有人选择不放的吧~)


蘑菇之神 发表于 2013-1-12 03:03

Broodwarden(血脉守卫)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="BROODWARDEN_900000012"/>
<CARDNAME text="BROODWARDEN"/>
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000012"/>
<ARTID value="900000012"/>
<ARTIST name="Izzy"/>
<CASTING_COST cost="{3}{G}{G}"/>
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[「最弱小的神明将威服最强的生灵,死亡命运也将降临众生。」
~艾格丁墓穴铭文]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature"/>
<SUB_TYPE metaname="Eldrazi" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0"/>
<SUB_TYPE metaname="Drone" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_pt-BR="1" order_ru-RU="1"/>
<EXPANSION value="DPG"/>
<RARITY metaname="U"/>
<POWER value="4"/>
<TOUGHNESS value="4"/>
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard() ~= Object() and
FilteredCard():GetSubType():Test( CREATURE_TYPE_ELDRAZI ) ~= 0 and
FilteredCard():GetSubType():Test( CREATURE_TYPE_SPAWN ) ~= 0 and
FilteredCard():GetZone() == (ZONE_IN_PLAY) and
FilteredCard():GetPlayer() == Object():GetPlayer())
</FILTER>
<CONTINUOUS_ACTION layer="7C">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
if characteristics ~= nil then
characteristics:Power_Add( 2 )
characteristics:Toughness_Add( 1 )
end
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1"/>
</CARD_V2>0/1衍生物的逆袭-________-''

蘑菇之神 发表于 2013-1-12 03:50

Dreamstone Hedron(梦想晶石)~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="DREAMSTONE_HEDRON_900000013" />
<CARDNAME text="DREAMSTONE_HEDRON" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
    <MULTIVERSEID value="900000013" />
    <ARTID value="900000013" />
    <ARTIST name="Eric Deschamps" />
    <CASTING_COST cost="{6}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
    <TYPE metaname="Artifact" />
    <EXPANSION value="DPG" />
    <RARITY metaname="U" />
<MANA_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <PRODUCES amount="{3}" />
</MANA_ABILITY>
<ACTIVATED_ABILITY auto_skip="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <COST type="Mana" cost="{3}" />
    <COST type="TapSelf" />
    <COST type="SacrificeSelf" />
    <RESOLUTION_TIME_ACTION>
    local NumCards = 3
    while (NumCards &gt; 0) do
   NumCards = NumCards - 1
   EffectController():DrawCard()
    end
    </RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
</CARD_V2>这个似乎就相对实用性比较低了~~~

蘑菇之神 发表于 2013-1-12 05:13

Hedron Matrix(晶石间质)~

结附前后对比~


<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="HEDRON_MATRIX_900000014" />
<CARDNAME text="HEDRON_MATRIX" />
<TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><!]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><!]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="900000014" />
<ARTID value="900000014" />
<ARTIST name="Jaime Jones" />
<CASTING_COST cost="{4}" />
<FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Artifact" />
<SUB_TYPE metaname="Equipment" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
<EXPANSION value="DPG" />
<RARITY metaname="R" />
<STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION layer="7C">
    local parent = Object():GetParent()
    if parent ~= nil then
   parent:GetCurrentCharacteristics():Power_Add( parent:GetConvertedManaCost() )
   parent:GetCurrentCharacteristics():Toughness_Add( parent:GetConvertedManaCost() )
    end
    </CONTINUOUS_ACTION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY sorcery_time="1" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><!]></LOCALISED_TEXT>
    <COST type="Mana" cost="{4}" />
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetController( EffectController() )
    local parent = Object():GetParent()
    if parent ~= nil and EffectController():IsAI() ~= 0 then
   filter:SetCardInstance(parent)
   filter:AddExtra(FILTER_EXTRA_FLIP_CARD_INSTANCE)
    end
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if (target_card ~= nil and EffectSource() ~= nil) then
   EffectSource():Attach( target_card )
   end
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY type="equip" />
</ACTIVATED_ABILITY>
</CARD_V2>
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查看完整版本: 奥札奇系列慢吞吞补全计划~