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- <TRIGGERED_ABILITY>
- <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que vous obtenez chaos, le joueur ciblé ne peut pas lancer de sorts jusqu’à ce qu’un joueur se transplane.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que lances caos, el jugador objetivo no puede lanzar hechizos hasta que un jugador camine por los planos.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn du chaos würfelst, kann ein Spieler deiner Wahl keine Zaubersprüche mehr wirken, bis ein Spieler weltenwandert.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta tiri caos, un giocatore bersaglio non può lanciare magie finché un giocatore non viaggia tra i piani.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがchaosを出すたび、プレイヤー1人を対象とする。いずれかのプレイヤーがプレインズウォークするまで、そのプレイヤーは呪文を唱えられない。]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
- <TRIGGER value="ROLLED_CHAOS">
- return true
- </TRIGGER>
- <SFX text="CASTER_SUCKALL_2012_PLAY" />
- <TARGET tag="SPL_CARD_QUERY_CHOOSE_PLAYER" definition="2" compartment="2" count="1">
- local player = CW_Planechase_GetCurrentPlayer()
- MTG():SetTargetAnswerer(player)
- </TARGET>
- <TARGET_DEFINITION id="2">
- local filter = ClearFilter()
- filter:SetFilterType( FILTER_TYPE_PLAYERS )
- </TARGET_DEFINITION>
- <RESOLUTION_TIME_ACTION>
- EffectDC():LKIShield_CardPtr(COMPARTMENT_ID_EFFECT_SOURCE)
- </RESOLUTION_TIME_ACTION>
- <CONTINUOUS_ACTION layer="8">
- local target = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_PlayerPtr(0)
- if target ~= nil then
- local characteristics = target:GetCurrentCharacteristics()
- characteristics:Bool_Set( PLAYER_CHARACTERISTIC_CANT_CAST_SPELLS, 1 )
- end
- </CONTINUOUS_ACTION>
- <DURATION>
- return EffectSource() == nil
- -- I've also tried variations in this block, including an RSN Object DC. Last resort would be to set it to false and then have a triggered ability on ZONECHANGE_END to library to reset all players to 0 for that bool_set, but that could have bad interactions with other spells that cause this bool_set to be set to 1.
- </DURATION>
- <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
- </TRIGGERED_ABILITY>
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