splinterverse

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Sep 22nd, 2016
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  1. <?xml version="1.0"?>
  2. <CARD_V2 ExportVersion="1">
  3.     <FILENAME text="FLEETWHEEL_CRUISER_CW_417787" />
  4.     <CARDNAME text="FLEETWHEEL_CRUISER" />
  5.     <TITLE>
  6.         <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Fleetwheel Cruiser]]></LOCALISED_TEXT>
  7.         <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Croiseur roulevif]]></LOCALISED_TEXT>
  8.         <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Automotor ruedaveloz]]></LOCALISED_TEXT>
  9.         <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Turbo-Straßenkreuzer]]></LOCALISED_TEXT>
  10.         <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Navetta Ruotacelere]]></LOCALISED_TEXT>
  11.         <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[高速警備車]]></LOCALISED_TEXT>
  12.         <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[쾌속 순찰차]]></LOCALISED_TEXT>
  13.         <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Стремительный Болид]]></LOCALISED_TEXT>
  14.         <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Esportivo Rodalépida]]></LOCALISED_TEXT>
  15.         <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[迅轮飞车]]></LOCALISED_TEXT>
  16.         <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[迅輪飛車]]></LOCALISED_TEXT>
  17.     </TITLE>
  18.     <MULTIVERSEID value="417787" />
  19.     <ARTID value="FLEETWHEEL_CRUISER" />
  20.     <ARTIST name="Sung Choi" />
  21.     <CASTING_COST cost="{4}" />
  22.     <TYPE metaname="Artifact" />
  23.     <SUB_TYPE metaname="Vehicle" />
  24.     <EXPANSION value="KLD" />
  25.     <RARITY metaname="R" />
  26.     <POWER value="5" />
  27.     <TOUGHNESS value="3" />
  28.     <STATIC_ABILITY>
  29.         <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
  30.         <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
  31.         <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
  32.         <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
  33.         <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
  34.         <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
  35.         <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
  36.         <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
  37.         <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
  38.         <INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
  39.     </STATIC_ABILITY>
  40.     <STATIC_ABILITY commaspace="1">
  41.         <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haste]]></LOCALISED_TEXT>
  42.         <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[célérité]]></LOCALISED_TEXT>
  43.         <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[prisa.]]></LOCALISED_TEXT>
  44.         <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eile]]></LOCALISED_TEXT>
  45.         <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[rapidità]]></LOCALISED_TEXT>
  46.         <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[速攻]]></LOCALISED_TEXT>
  47.         <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[신속]]></LOCALISED_TEXT>
  48.         <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ускорение]]></LOCALISED_TEXT>
  49.         <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ímpeto]]></LOCALISED_TEXT>
  50.         <INTRINSIC characteristic="CHARACTERISTIC_HASTE" />
  51.     </STATIC_ABILITY>
  52.     <TRIGGERED_ABILITY>
  53.         <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Fleetwheel Cruiser enters the battlefield, it becomes an artifact creature until end of turn.]]></LOCALISED_TEXT>
  54.         <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>
  55.         <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>
  56.         <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>
  57.         <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>
  58.         <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>
  59.         <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[쾌속 순찰차가 전장에 들어올 때, 쾌속 순찰차는 턴종료까지 마법물체 생물이 된다.]]></LOCALISED_TEXT>
  60.         <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Стремительный Болид выходит на поле битвы, он становится артефактом существом до конца хода.]]></LOCALISED_TEXT>
  61.         <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>
  62.         <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>
  63.         <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>
  64.         <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
  65.         <CONTINUOUS_ACTION layer="4" filter_id="0">
  66.             if EffectSource() ~= nil then
  67.                 local characteristics = EffectSource():GetCurrentCharacteristics()
  68.                 characteristics:CardType_GetWritable()
  69.                 card_type:Add(CARD_TYPE_CREATURE)
  70.             end
  71.         </CONTINUOUS_ACTION>
  72.         <DURATION simple_duration="UntilEOT" />
  73.     </TRIGGERED_ABILITY>
  74.     <ACTIVATED_ABILITY>
  75.         <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Crew 2]]></LOCALISED_TEXT>
  76.         <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pilotage 2]]></LOCALISED_TEXT>
  77.         <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tripular 2.]]></LOCALISED_TEXT>
  78.         <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bemannen 2]]></LOCALISED_TEXT>
  79.         <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manovrare 2]]></LOCALISED_TEXT>
  80.         <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[搭乗2]]></LOCALISED_TEXT>
  81.         <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탑승 2]]></LOCALISED_TEXT>
  82.         <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Экипаж 2]]></LOCALISED_TEXT>
  83.         <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tripular 2]]></LOCALISED_TEXT>
  84.         <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[搭载2]]></LOCALISED_TEXT>
  85.         <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[搭載2]]></LOCALISED_TEXT>
  86.         <COST type="Generic">
  87.             <PREREQUISITE>
  88.                 local oFilter = ClearFilter()
  89.                 oFilter:Add(FE_IS_TAPPED, false)
  90.                 oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
  91.                 oFilter:Add(FE_CONTROLLER, OP_IS, EffectController())
  92.                 oFilter:Add(FE_CARD_INSTANCE, OP_NOT, Object())
  93.                 oFilter:Add(FE_POWER, OP_GREATER_THAN, 0)
  94.                 local iCount = oFilter:EvaluateObjects()
  95.                 local iTotal = 0
  96.                 for i=0,(iCount-1) do
  97.                     iTotal = iTotal + oFilter:GetNthEvaluatedObject(i):GetCurrentCharacteristics():Power_Get()
  98.                 end
  99.                 return iTotal &gt;= 2
  100.             </PREREQUISITE>
  101.             <RESOLUTION_TIME_ACTION repeating="1">
  102.                 local iRepCount = MTG():GetActionRepCount()
  103.                 local iParity = iRepCount%2
  104.                 local oAccumulatedChest
  105.                 local oTempChest
  106.                 -- initialise chests
  107.                 if iRepCount == 0 then
  108.                     oAccumulatedChest = EffectDC():Make_Targets(0)
  109.                     oTempChest = EffectDC():Make_Targets(1)
  110.                 else
  111.                     oAccumulatedChest = EffectDC():Get_Targets(0)
  112.                     oTempChest = EffectDC():Get_Targets(1)
  113.                 end
  114.                 if iParity == 0 then
  115.                     -- ask for another thing to tap
  116.                     local oFilter = ClearFilter()
  117.                     oFilter:Add(FE_IS_TAPPED, false)
  118.                     oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
  119.                     oFilter:Add(FE_CONTROLLER, OP_IS, EffectController())
  120.                     oFilter:Add(FE_CARD_INSTANCE, OP_NOT, Object())
  121.                     oFilter:Add(FE_POWER, OP_GREATER_THAN, 0)
  122.                     local iCumulativePower = 0
  123.                     for i=0,(iRepCount/2)-1 do
  124.                         local oCreature = oAccumulatedChest:Get_CardPtr(i)
  125.                         if oCreature ~= nil then
  126.                             oFilter:Add(FE_CARD_INSTANCE, OP_NOT, oCreature)
  127.                             iCumulativePower = iCumulativePower + oCreature:GetCurrentCharacteristics():Power_Get()
  128.                         end
  129.                     end
  130.                     if iCumulativePower &gt;= 2 then
  131.                         -- we have enough power, so stop (we could just as easily allow the query to be finished early instead, if we want)
  132.                         return false
  133.                     else
  134.                         -- pick another creature, repeat
  135.                         EffectController():ChooseItem("CARD_QUERY_CHOOSE_CREATURE_TAP", oTempChest)
  136.                         return true
  137.                     end
  138.                 else
  139.                     -- process query answer
  140.                     local oCreature = oTempChest:Get_CardPtr(0)
  141.                     if oCreature ~= nil then
  142.                         -- creature picked, so put in chest and repeat
  143.                         oAccumulatedChest:Set_CardPtr( ((iRepCount-1)/2), oCreature )
  144.                         return true
  145.                     else
  146.                         -- no creature picked, so stop
  147.                         return false
  148.                     end
  149.                 end
  150.             </RESOLUTION_TIME_ACTION>
  151.             <RESOLUTION_TIME_ACTION>
  152.                 -- tap everything inside EffectDC 0
  153.                 local iIndex = 0
  154.                 local oAccumulatedChest = EffectDC():Get_Targets(0)
  155.                 local oCreature = oAccumulatedChest:Get_CardPtr(iIndex)
  156.                 while oCreature ~= nil do
  157.                     oCreature:Tap()
  158.                     RSN_GetObjectDC(oCreature, true):Set_CardPtr(CW_VEHICLE_REGISTER, EffectSource())
  159.                     CW_General_FireTrigger(CW_TRIGGER_CREWED_VEHICLE, oCreature)
  160.                     iIndex = iIndex+1
  161.                     oCreature = oAccumulatedChest:Get_CardPtr(iIndex)
  162.                 end
  163.             </RESOLUTION_TIME_ACTION>
  164.         </COST>
  165.         <CONTINUOUS_ACTION layer="4">
  166.             local oSource = EffectSource()
  167.             if oSource ~= nil then
  168.                 local oCharacteristics = oSource:GetCurrentCharacteristics()
  169.                 if oCharacteristics ~= nil then
  170.                     oCharacteristics:CardType_GetWritable():Add(CARD_TYPE_CREATURE)
  171.                 end
  172.             end
  173.         </CONTINUOUS_ACTION>
  174.         <DURATION simple_duration="UntilEOT" />
  175.         <AUTO_SKIP>
  176.             return EffectSource() == nil or EffectSource():GetCardType():Test(CARD_TYPE_CREATURE)
  177.         </AUTO_SKIP>
  178.     </ACTIVATED_ABILITY>
  179.     <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
  180.     <HELP title="MORE_INFO_BADGE_TITLE_14" body="MORE_INFO_BADGE_BODY_14" zone="ZONE_ANY" />
  181.     <HELP title="MORE_INFO_BADGE_TITLE_CREW" body="MORE_INFO_BADGE_BODY_CREW" zone="ZONE_ANY" />
  182.     <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  183.     <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  184.     <AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
  185.     <EDITORS><![CDATA[Splinterverse]]></EDITORS>
  186.     <DATE><![CDATA[22-09-16]]></DATE>
  187. </CARD_V2>
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