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Jul 3rd, 2019
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  1. <TRIGGERED_ABILITY>
  2. <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
  3. <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>
  4. <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>
  5. <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>
  6. <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>
  7. <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>
  8. <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
  9. <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
  10. <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
  11. <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
  12. <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Whenever you roll {Q}, target player can’t cast spells until a player planeswalks.]]></LOCALISED_TEXT>
  13. <TRIGGER value="ROLLED_CHAOS">
  14. return true
  15. </TRIGGER>
  16. <SFX text="CASTER_SUCKALL_2012_PLAY" />
  17. <TARGET tag="SPL_CARD_QUERY_CHOOSE_PLAYER" definition="2" compartment="2" count="1">
  18. local player = CW_Planechase_GetCurrentPlayer()
  19. MTG():SetTargetAnswerer(player)
  20. </TARGET>
  21. <TARGET_DEFINITION id="2">
  22. local filter = ClearFilter()
  23. filter:SetFilterType( FILTER_TYPE_PLAYERS )
  24. </TARGET_DEFINITION>
  25. <RESOLUTION_TIME_ACTION>
  26. EffectDC():LKIShield_CardPtr(COMPARTMENT_ID_EFFECT_SOURCE)
  27. </RESOLUTION_TIME_ACTION>
  28. <CONTINUOUS_ACTION layer="8">
  29. local target = EffectDC():Get_Targets(2) and EffectDC():Get_Targets(2):Get_PlayerPtr(0)
  30. if target ~= nil then
  31. local characteristics = target:GetCurrentCharacteristics()
  32. characteristics:Bool_Set( PLAYER_CHARACTERISTIC_CANT_CAST_SPELLS, 1 )
  33. end
  34. </CONTINUOUS_ACTION>
  35. <DURATION>
  36. return EffectSource() == nil
  37. -- 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.
  38. </DURATION>
  39. <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
  40. </TRIGGERED_ABILITY>
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