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Community Wad

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Re: Community Wad

Postby Splinterverse » 11 Dec 2016, 22:32

:)

Xander -- I just resent the list to you via PM.
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Re: Community Wad

Postby migookman » 12 Dec 2016, 22:28

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Re: Community Wad

Postby tmxk2012917 » 13 Dec 2016, 00:04

It seems that Lightning Axe still has bug.

The opponent had 4 untapped land and he cast the Lightning Axe and target one of my creature (2/2). My creature died but only one of the opponent's land was tapped and he did not discard any card.
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Re: Community Wad

Postby Xander9009 » 13 Dec 2016, 13:39

The haunt mechanic is broken. Given the comments, it may not be possible to fix, though (and I don't currently have the time to try, but I wanted to mention it). Because it overrides the zonechange consideration, the card never "dies". So, any card that checks for creatures dying fail to trigger, as well as any cards that count the number of creatures that died (for instance, "morbid" cards). That's quite a serious flaw that should definitely be checked if anyone has time.

If I remember right, the code came from TFM's 2013 code, which means it might have been a limitation in 2013 that doesn't exist in 2014. If that's not the case, then it might be a bit more difficult.

I'm not sure if it was Splinterverse or thefiremind who provided the comments on the haunt cards, though. Whichever of you it was, do you have any info related to them? (For clarity, I'm referring to the comment in the first trigger.)
Haunt | Open
Code: Select all
<STATIC_ABILITY>
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haunt]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hantise]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Acechar]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Spuk]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tormentare]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[憑依]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Haunt]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Преследование]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Assombrar]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[缠身]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Haunt]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1"> -- haunt (requires data from other "linked" abilities)
   <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
      MTG():OverrideEvent() -- override and zonechange_considered is the only approach that works; zonechange_end or any other combination fails
      return LinkedDC():Get_Int(33) == 0
   </TRIGGER>
   <TARGET tag="SPL_CARD_QUERY_CHOOSE_CREATURE_TO_HAUNT" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
      local haunted = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if haunted ~= nil then
         EffectSource():Exile()
         local delayDC = EffectDC():Make_Chest(1)
         delayDC:Set_CardPtr(0, haunted)
         delayDC:Set_CardPtr(1, EffectSource())
         delayDC:Protect_CardPtr(1)
         MTG():CreateDelayedTrigger(2, delayDC)
      end
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
      if EffectDC():Get_Chest(1) ~= nil then
         local haunted = EffectDC():Get_Chest(1):Get_CardPtr(0)
         local haunter = EffectDC():Get_Chest(1):Get_CardPtr(1)
         LinkedDC():Set_CardPtr(3, haunted)
         LinkedDC():Protect_CardPtr(3)
         if haunted ~= nil then
            haunter:NailOnto(haunted)
         end
      end
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
      LinkedDC():Set_Int(33, 1) -- 1 indicates it is haunting a creature
   </RESOLUTION_TIME_ACTION>
   <AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1"> -- handles battlefield entry only
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Srâne absoluteur arrive en jeu ou quand la créature qu’il hante est mise dans un cimetière, détruisez l’enchantement ciblé.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Absolutor thrull entre en juego o la criatura a la que acecha vaya a un cementerio, destruye el encantamiento objetivo.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Absolutions-Thrull ins Spiel kommt oder die Kreatur, bei der er spukt, auf einen Friedhof gelegt wird, zerstöre eine Verzauberung deiner Wahl.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Thrull Assolutore entra in gioco o la creatura che esso tormenta viene messa in un cimitero, distruggi un incantesimo bersaglio.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[赦免のスラルが場に出るか、それが憑依しているクリーチャーがいずれかの墓地に置かれるかしたとき、エンチャント1つを対象とし、それを破壊する。]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Прощающий трулл вступает в игру, либо когда преследуемое им существо попадает на кладбище, уничтожьте целевые чары.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Thrull Absolvedor entrar em jogo ou quando a criatura que ele assombra for colocada num cemitério, destrua o encantamento alvo.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[当赦罪索尔兽进场或它所缠身的生物置入坟墓场时,消灭目标结界。]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <RESOLUTION_TIME_ACTION>
      LinkedDC():Set_Int(33, 0) -- used to track whether it has haunted a creature yet
   </RESOLUTION_TIME_ACTION>
   <TARGET tag="SPL_CARD_QUERY_CHOOSE_ENCHANTMENT_TO_DESTROY" definition="1" compartment="1" count="1" />
   <TARGET_DEFINITION id="1">
      local oFilter = ClearFilter()
      oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
      local oTarget = EffectDC():Get_Targets(1):Get_CardPtr(0)
      if oTarget ~= nil then
         oTarget:Destroy()
      end
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" active_zone="ZONE_EXILE"> -- handles "creature it haunts dies" (this is combined with delayed info from haunt section)
   <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
      return TriggerObject() == EffectDC():Get_CardPtr(0)
   </TRIGGER>
   <TARGET tag="SPL_CARD_QUERY_CHOOSE_ENCHANTMENT_TO_DESTROY" definition="2" compartment="2" count="1" />
   <TARGET_DEFINITION id="2">
      local oFilter = ClearFilter()
      oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
      local oTarget = EffectDC():Get_Targets(2):Get_CardPtr(0)
      if oTarget ~= nil then
         oTarget:Destroy()
      end
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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Re: Community Wad

Postby Splinterverse2 » 13 Dec 2016, 13:43

Xander9009 wrote:The haunt mechanic is broken. Given the comments, it may not be possible to fix, though (and I don't currently have the time to try, but I wanted to mention it). Because it overrides the zonechange consideration, the card never "dies". So, any card that checks for creatures dying fail to trigger, as well as any cards that count the number of creatures that died (for instance, "morbid" cards). That's quite a serious flaw that should definitely be checked if anyone has time.

If I remember right, the code came from TFM's 2013 code, which means it might have been a limitation in 2013 that doesn't exist in 2014. If that's not the case, then it might be a bit more difficult.

I'm not sure if it was Splinterverse or thefiremind who provided the comments on the haunt cards, though. Whichever of you it was, do you have any info related to them? (For clarity, I'm referring to the comment in the first trigger.)
Haunt | Open
Code: Select all
<STATIC_ABILITY>
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haunt]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hantise]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Acechar]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Spuk]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tormentare]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[憑依]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Haunt]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Преследование]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Assombrar]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[缠身]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[Haunt]]></LOCALISED_TEXT>
</STATIC_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1"> -- haunt (requires data from other "linked" abilities)
   <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
      MTG():OverrideEvent() -- override and zonechange_considered is the only approach that works; zonechange_end or any other combination fails
      return LinkedDC():Get_Int(33) == 0
   </TRIGGER>
   <TARGET tag="SPL_CARD_QUERY_CHOOSE_CREATURE_TO_HAUNT" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
      local haunted = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if haunted ~= nil then
         EffectSource():Exile()
         local delayDC = EffectDC():Make_Chest(1)
         delayDC:Set_CardPtr(0, haunted)
         delayDC:Set_CardPtr(1, EffectSource())
         delayDC:Protect_CardPtr(1)
         MTG():CreateDelayedTrigger(2, delayDC)
      end
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
      if EffectDC():Get_Chest(1) ~= nil then
         local haunted = EffectDC():Get_Chest(1):Get_CardPtr(0)
         local haunter = EffectDC():Get_Chest(1):Get_CardPtr(1)
         LinkedDC():Set_CardPtr(3, haunted)
         LinkedDC():Protect_CardPtr(3)
         if haunted ~= nil then
            haunter:NailOnto(haunted)
         end
      end
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
      LinkedDC():Set_Int(33, 1) -- 1 indicates it is haunting a creature
   </RESOLUTION_TIME_ACTION>
   <AUTO_SKIP no_effect_source="1" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY linked_ability_group="1"> -- handles battlefield entry only
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Srâne absoluteur arrive en jeu ou quand la créature qu’il hante est mise dans un cimetière, détruisez l’enchantement ciblé.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Absolutor thrull entre en juego o la criatura a la que acecha vaya a un cementerio, destruye el encantamiento objetivo.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Absolutions-Thrull ins Spiel kommt oder die Kreatur, bei der er spukt, auf einen Friedhof gelegt wird, zerstöre eine Verzauberung deiner Wahl.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Thrull Assolutore entra in gioco o la creatura che esso tormenta viene messa in un cimitero, distruggi un incantesimo bersaglio.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[赦免のスラルが場に出るか、それが憑依しているクリーチャーがいずれかの墓地に置かれるかしたとき、エンチャント1つを対象とし、それを破壊する。]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Прощающий трулл вступает в игру, либо когда преследуемое им существо попадает на кладбище, уничтожьте целевые чары.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Thrull Absolvedor entrar em jogo ou quando a criatura que ele assombra for colocada num cemitério, destrua o encantamento alvo.]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[当赦罪索尔兽进场或它所缠身的生物置入坟墓场时,消灭目标结界。]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <RESOLUTION_TIME_ACTION>
      LinkedDC():Set_Int(33, 0) -- used to track whether it has haunted a creature yet
   </RESOLUTION_TIME_ACTION>
   <TARGET tag="SPL_CARD_QUERY_CHOOSE_ENCHANTMENT_TO_DESTROY" definition="1" compartment="1" count="1" />
   <TARGET_DEFINITION id="1">
      local oFilter = ClearFilter()
      oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
      local oTarget = EffectDC():Get_Targets(1):Get_CardPtr(0)
      if oTarget ~= nil then
         oTarget:Destroy()
      end
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" active_zone="ZONE_EXILE"> -- handles "creature it haunts dies" (this is combined with delayed info from haunt section)
   <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
      return TriggerObject() == EffectDC():Get_CardPtr(0)
   </TRIGGER>
   <TARGET tag="SPL_CARD_QUERY_CHOOSE_ENCHANTMENT_TO_DESTROY" definition="2" compartment="2" count="1" />
   <TARGET_DEFINITION id="2">
      local oFilter = ClearFilter()
      oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
      local oTarget = EffectDC():Get_Targets(2):Get_CardPtr(0)
      if oTarget ~= nil then
         oTarget:Destroy()
      end
   </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
The comments are mine. Very little of any previous code was used. If anyone wants to improve upon it by getting the graveyard step to happen, feel free. I believe there are only about 10 cards with the mechanic, so any fix should be easy to replicate.
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Re: Community Wad

Postby migookman » 13 Dec 2016, 18:04

Hi Xander,
I've been in the mood for making and playing some EDH recently and I remembered an entry that you made here in the Community Wad on 04 May 2016 that you were thinking of making a commander manager to go into an EDH deck from which you could choose the commander from any legendary creature. Just curious if you had started on creating it or how far you had gotten so far.
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Re: Community Wad

Postby Splinterverse » 14 Dec 2016, 21:37

Finished coding for today; all cards referenced are from the missing cards list.

Coded, tested, and uploaded:
Herald of Leshrac
Hisoka, Minamo Sensei
Keeper of Tresserhorn
Lethargy Trap
Leyline of Singularity
Liar's Pendulum
Lim-Dûl's Hex
Lim-Dûl's Paladin
Mtenda Lion
Oath of Lieges
Ogre Geargrabber
Ogre Marauder
Phantasmal Sphere
Plunge into Darkness
Squee
Starke
Tahngarth
Takara
Tawnos
Titania
Urza
Volrath
Xantcha

Bugs fixed:
Arrow Volley Trap -- alternate cost was set to > 4 rather than >= 4
Artful Dodge -- was granting unblockable characteristic on wrong layer.

HQ art uploaded (all were missing):
Squee
Starke
Tahngarth
Takara
Tawnos
Titania
Urza
Volrath
Xantcha

Open Items:

-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.

-- I have completed coding for all 31 of the original paper Vanguard cards (I have no plans to do the MTGO only ones). The only thing remaining is to update their type so that it doesn't show "Enchantment" but rather "Vanguard" instead. Xander, would you be able to help with this? I believe you said you need a list. I have included it here in the box below:

Vanguard List | Open
Code: Select all
ASHNOD
BARRIN
CROVAX
ELADAMRI
ERTAI
GERRARD
GIX
GREVEN_ILVEC
HANNA
KARN
LYNA
MARAXUS
MIRRI
MISHRA
MULTANI
ORACLE
ORIM
ROFELLOS
SELENIA
SERRA
SIDAR_KONDO
SISAY
SLIVER_QUEEN_BROOD_MOTHER
SQUEE
STARKE
TAHNGARTH
TAKARA
TAWNOS
TITANIA
URZA
VOLRATH
XANTCHA
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Re: Community Wad

Postby Xander9009 » 14 Dec 2016, 22:04

migookman wrote:Hi Xander,
I've been in the mood for making and playing some EDH recently and I remembered an entry that you made here in the Community Wad on 04 May 2016 that you were thinking of making a commander manager to go into an EDH deck from which you could choose the commander from any legendary creature. Just curious if you had started on creating it or how far you had gotten so far.
I hadn't yet done anything with it, but it should be working now. I need to test it out first, though. What I did was take the _MANAGER_COMMANDER card and add the commander declaration section to it. It uses the same trigger that's used by the commander cards that make the manager token. This means that it should work in both cases. If the manager is created by, say C_ALESHA..., then the manager token won't exist in time to run the "MCE_DeclareCommander()" section. If it's in the hand or deck, then it should run, have the player choose a commander, and then pass that commander into the MCE_DeclareCommander function, all after putting itself onto the battlefield (and making the player draw another card if it's in hand).

However, like I said, it hasn't been tested, and it's not often they work before being tested, so...
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Re: Community Wad

Postby Xander9009 » 14 Dec 2016, 22:10

Splinterverse wrote:Finished coding for today; all cards referenced are from the missing cards list.

Coded, tested, and uploaded:
Herald of Leshrac
Hisoka, Minamo Sensei
Keeper of Tresserhorn
Lethargy Trap
Leyline of Singularity
Liar's Pendulum
Lim-Dûl's Hex
Lim-Dûl's Paladin
Mtenda Lion
Oath of Lieges
Ogre Geargrabber
Ogre Marauder
Phantasmal Sphere
Plunge into Darkness
Squee
Starke
Tahngarth
Takara
Tawnos
Titania
Urza
Volrath
Xantcha

Bugs fixed:
Arrow Volley Trap -- alternate cost was set to > 4 rather than >= 4
Artful Dodge -- was granting unblockable characteristic on wrong layer.

HQ art uploaded (all were missing):
Squee
Starke
Tahngarth
Takara
Tawnos
Titania
Urza
Volrath
Xantcha

Open Items:

-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.

-- I have completed coding for all 31 of the original paper Vanguard cards (I have no plans to do the MTGO only ones). The only thing remaining is to update their type so that it doesn't show "Enchantment" but rather "Vanguard" instead. Xander, would you be able to help with this? I believe you said you need a list. I have included it here in the box below:

Vanguard List | Open
Code: Select all
ASHNOD
BARRIN
CROVAX
ELADAMRI
ERTAI
GERRARD
GIX
GREVEN_ILVEC
HANNA
KARN
LYNA
MARAXUS
MIRRI
MISHRA
MULTANI
ORACLE
ORIM
ROFELLOS
SELENIA
SERRA
SIDAR_KONDO
SISAY
SLIVER_QUEEN_BROOD_MOTHER
SQUEE
STARKE
TAHNGARTH
TAKARA
TAWNOS
TITANIA
URZA
VOLRATH
XANTCHA
I'll need to handle the list, but you can actually handle the type. You just need to put the text permanent key "COMPOUND_TYPE_ENCHANTMENT_VANGUARD" into a text permanent file with "Vanguard" as the text to be displayed. Theoretically, that should be all that's needed. Enchantment and Vanguard might need to be swapped. If that doesn't work, then let me know and I'll see if I can get it to work.
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Re: Community Wad

Postby tmxk2012917 » 15 Dec 2016, 20:36

Lightning Axe still has bug.

The opponent cast it and he only paid one mana. He then neither discarded a card nor paid extra 5 manas.
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Re: Community Wad

Postby East Bay » 16 Dec 2016, 01:16

Thanks for the CW you guys rock =D> I've updated my 3 year old mod:

viewtopic.php?f=109&t=11421

Added these decks | Open
Affinity
Delver
Eldrazi
Aluren
Stax
Tin Fins
Doomsday
Lands
LED Dredge
Stasis
Burn
Blouses
Cephalid Breakfast
Infect
Metalworker
Cherri0's
Dream Halls
Reanimator
Pox
Sneak Show
Painter's Stone
Zoo
Enchantress
Elves
Land Tax
Tezzerator
Death and Taxes
Belcher
Shardless
Maverick
ANT
Survival
Flash
Dreadstill
Cloudnought
Slivers
Miracles
Nic Fit
Hive Mind
Hypergenesis
Food Chain


Fixing a few cards | Open
Snap
Pendrell Mists
Sterling Grove
Shallow Grave
Massacre
Pact of the Titan
Crookshank Kobolds
Kird Ape
Arctic Merfolk
Chains of Mephistopheles
Containment Priest
Doomsday
+
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Re: Community Wad

Postby MasterXploder7 » 16 Dec 2016, 02:49

Unaware if this affects all the origins planeswalkers, but Jace, Telepath Unbound (Flip of Jace, Vyrn's Prodigy) doesn't follow the planeswalker rule in-game.
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Re: Community Wad

Postby MasterXploder7 » 16 Dec 2016, 04:20

Transguild Courier isnt actually all 5 colors... unless Tender Bloom doesnt work properly... I am unsure.
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Re: Community Wad

Postby thefiremind » 16 Dec 2016, 10:21

tmxk2012917 wrote:Lightning Axe still has bug.

The opponent cast it and he only paid one mana. He then neither discarded a card nor paid extra 5 manas.
My guess (without looking at the code) about this: somehow you are allowed to cast it without having enough mana. If you don't have a spare {5} mana, it tries to pay them but it fails.
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Re: Community Wad

Postby Splinterverse » 16 Dec 2016, 11:29

MasterXploder7 wrote:Unaware if this affects all the origins planeswalkers, but Jace, Telepath Unbound (Flip of Jace, Vyrn's Prodigy) doesn't follow the planeswalker rule in-game.
I fixed, tested, and added this to the mod around the 7th. Have you downloaded the latest .wad file?
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