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- <?xml version="1.0"?>
- <CARD_V2 ExportVersion="1">
- <FILENAME text="FLEETWHEEL_CRUISER_CW_417787" />
- <CARDNAME text="FLEETWHEEL_CRUISER" />
- <TITLE>
- <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Fleetwheel Cruiser]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Croiseur roulevif]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Automotor ruedaveloz]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Turbo-Straßenkreuzer]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Navetta Ruotacelere]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[高速警備車]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[쾌속 순찰차]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Стремительный Болид]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esportivo Rodalépida]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[迅轮飞车]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[迅輪飛車]]></LOCALISED_TEXT>
- </TITLE>
- <MULTIVERSEID value="417787" />
- <ARTID value="FLEETWHEEL_CRUISER" />
- <ARTIST name="Sung Choi" />
- <CASTING_COST cost="{4}" />
- <TYPE metaname="Artifact" />
- <SUB_TYPE metaname="Vehicle" />
- <EXPANSION value="KLD" />
- <RARITY metaname="R" />
- <POWER value="5" />
- <TOUGHNESS value="3" />
- <STATIC_ABILITY>
- <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
- <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
- </STATIC_ABILITY>
- <STATIC_ABILITY commaspace="1">
- <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haste]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[célérité]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[prisa.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eile]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[rapidità]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[速攻]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[신속]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ускорение]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ímpeto]]></LOCALISED_TEXT>
- <INTRINSIC characteristic="CHARACTERISTIC_HASTE" />
- </STATIC_ABILITY>
- <TRIGGERED_ABILITY>
- <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Fleetwheel Cruiser enters the battlefield, it becomes an artifact creature until end of turn.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Croiseur roulevif arrive sur le champ de bataille, il devient une créature-artefact jusqu’à la fin du tour.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Automotor ruedaveloz entre al campo de batalla, se convierte en una criatura artefacto hasta el final del turno.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Turbo-Straßenkreuzer ins Spiel kommt, wird er bis zum Ende des Zuges zu einer Artefaktkreatur.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Navetta Ruotacelere entra nel campo di battaglia, diventa una creatura artefatto fino alla fine del turno.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[高速警備車が戦場に出たとき、ターン終了時まで、これはアーティファクト・クリーチャーになる。]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[쾌속 순찰차가 전장에 들어올 때, 쾌속 순찰차는 턴종료까지 마법물체 생물이 된다.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Стремительный Болид выходит на поле битвы, он становится артефактом существом до конца хода.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Esportivo Rodalépida entra no campo de batalha, ele se torna uma criatura artefato até o final do turno.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[当迅轮飞车进战场时,它成为神器生物直到回合结束。]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[當迅輪飛車進戰場時,它成為神器生物直到回合結束。]]></LOCALISED_TEXT>
- <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
- <CONTINUOUS_ACTION layer="4" filter_id="0">
- if EffectSource() ~= nil then
- local characteristics = EffectSource():GetCurrentCharacteristics()
- characteristics:CardType_GetWritable()
- card_type:Add(CARD_TYPE_CREATURE)
- end
- </CONTINUOUS_ACTION>
- <DURATION simple_duration="UntilEOT" />
- </TRIGGERED_ABILITY>
- <ACTIVATED_ABILITY>
- <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Crew 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pilotage 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tripular 2.]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bemannen 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manovrare 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[搭乗2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탑승 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Экипаж 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tripular 2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[搭载2]]></LOCALISED_TEXT>
- <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[搭載2]]></LOCALISED_TEXT>
- <COST type="Generic">
- <PREREQUISITE>
- local oFilter = ClearFilter()
- oFilter:Add(FE_IS_TAPPED, false)
- oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
- oFilter:Add(FE_CONTROLLER, OP_IS, EffectController())
- oFilter:Add(FE_CARD_INSTANCE, OP_NOT, Object())
- oFilter:Add(FE_POWER, OP_GREATER_THAN, 0)
- local iCount = oFilter:EvaluateObjects()
- local iTotal = 0
- for i=0,(iCount-1) do
- iTotal = iTotal + oFilter:GetNthEvaluatedObject(i):GetCurrentCharacteristics():Power_Get()
- end
- return iTotal >= 2
- </PREREQUISITE>
- <RESOLUTION_TIME_ACTION repeating="1">
- local iRepCount = MTG():GetActionRepCount()
- local iParity = iRepCount%2
- local oAccumulatedChest
- local oTempChest
- -- initialise chests
- if iRepCount == 0 then
- oAccumulatedChest = EffectDC():Make_Targets(0)
- oTempChest = EffectDC():Make_Targets(1)
- else
- oAccumulatedChest = EffectDC():Get_Targets(0)
- oTempChest = EffectDC():Get_Targets(1)
- end
- if iParity == 0 then
- -- ask for another thing to tap
- local oFilter = ClearFilter()
- oFilter:Add(FE_IS_TAPPED, false)
- oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
- oFilter:Add(FE_CONTROLLER, OP_IS, EffectController())
- oFilter:Add(FE_CARD_INSTANCE, OP_NOT, Object())
- oFilter:Add(FE_POWER, OP_GREATER_THAN, 0)
- local iCumulativePower = 0
- for i=0,(iRepCount/2)-1 do
- local oCreature = oAccumulatedChest:Get_CardPtr(i)
- if oCreature ~= nil then
- oFilter:Add(FE_CARD_INSTANCE, OP_NOT, oCreature)
- iCumulativePower = iCumulativePower + oCreature:GetCurrentCharacteristics():Power_Get()
- end
- end
- if iCumulativePower >= 2 then
- -- we have enough power, so stop (we could just as easily allow the query to be finished early instead, if we want)
- return false
- else
- -- pick another creature, repeat
- EffectController():ChooseItem("CARD_QUERY_CHOOSE_CREATURE_TAP", oTempChest)
- return true
- end
- else
- -- process query answer
- local oCreature = oTempChest:Get_CardPtr(0)
- if oCreature ~= nil then
- -- creature picked, so put in chest and repeat
- oAccumulatedChest:Set_CardPtr( ((iRepCount-1)/2), oCreature )
- return true
- else
- -- no creature picked, so stop
- return false
- end
- end
- </RESOLUTION_TIME_ACTION>
- <RESOLUTION_TIME_ACTION>
- -- tap everything inside EffectDC 0
- local iIndex = 0
- local oAccumulatedChest = EffectDC():Get_Targets(0)
- local oCreature = oAccumulatedChest:Get_CardPtr(iIndex)
- while oCreature ~= nil do
- oCreature:Tap()
- RSN_GetObjectDC(oCreature, true):Set_CardPtr(CW_VEHICLE_REGISTER, EffectSource())
- CW_General_FireTrigger(CW_TRIGGER_CREWED_VEHICLE, oCreature)
- iIndex = iIndex+1
- oCreature = oAccumulatedChest:Get_CardPtr(iIndex)
- end
- </RESOLUTION_TIME_ACTION>
- </COST>
- <CONTINUOUS_ACTION layer="4">
- local oSource = EffectSource()
- if oSource ~= nil then
- local oCharacteristics = oSource:GetCurrentCharacteristics()
- if oCharacteristics ~= nil then
- oCharacteristics:CardType_GetWritable():Add(CARD_TYPE_CREATURE)
- end
- end
- </CONTINUOUS_ACTION>
- <DURATION simple_duration="UntilEOT" />
- <AUTO_SKIP>
- return EffectSource() == nil or EffectSource():GetCardType():Test(CARD_TYPE_CREATURE)
- </AUTO_SKIP>
- </ACTIVATED_ABILITY>
- <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
- <HELP title="MORE_INFO_BADGE_TITLE_14" body="MORE_INFO_BADGE_BODY_14" zone="ZONE_ANY" />
- <HELP title="MORE_INFO_BADGE_TITLE_CREW" body="MORE_INFO_BADGE_BODY_CREW" zone="ZONE_ANY" />
- <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
- <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
- <AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
- <EDITORS><![CDATA[Splinterverse]]></EDITORS>
- <DATE><![CDATA[22-09-16]]></DATE>
- </CARD_V2>
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