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Magic Duels tests and results

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Re: Magic Duels tests and results

Postby Reaper » 11 Oct 2016, 09:22

take two on my experiments :

the original file :
| Open
-- Decompiled using luadec 2.0 standard by sztupy (http://luadec51.luaforge.net)
-- Command line was: D16_LILIANA_UPGRADES_TWO.lol

local l_0_0 = module
local l_0_1, l_0_2 = ..., ...
l_0_2 = package
l_0_2 = l_0_2.seeall
l_0_0(l_0_1, l_0_2)
l_0_2 = {name = "SHAMBLING_GOBLIN_389906", deckOrderId = "0"}
local l_0_3 = {}
l_0_3.name = "SHAMBLING_GOBLIN_389906"
l_0_3.deckOrderId = "1"
local l_0_4 = {}
l_0_4.name = "SHAMBLING_GOBLIN_389906"
l_0_4.deckOrderId = "2"
local l_0_5 = {}
l_0_5.name = "SHAMBLING_GOBLIN_389906"
l_0_5.deckOrderId = "3"
local l_0_6 = {}
l_0_6.name = "BONE_SPLINTERS_390388"
l_0_6.deckOrderId = "4"
local l_0_7 = {}
l_0_7.name = "BONE_SPLINTERS_390388"
l_0_7.deckOrderId = "5"
local l_0_8 = {}
l_0_8.name = "SHAMBLING_GHOUL_385274"
l_0_8.deckOrderId = "6"
local l_0_9 = {}
l_0_9.name = "SHAMBLING_GHOUL_385274"
l_0_9.deckOrderId = "7"
local l_0_10 = {}
l_0_10.name = "SHAMBLING_GHOUL_385274"
l_0_10.deckOrderId = "8"
local l_0_11 = {}
l_0_11.name = "SHAMBLING_GHOUL_385274"
l_0_11.deckOrderId = "9"
local l_0_12 = {}
l_0_12.name = "BLACK_CAT_390009"
l_0_12.deckOrderId = "10"
local l_0_13 = {}
l_0_13.name = "BLACK_CAT_390009"
l_0_13.deckOrderId = "11"
local l_0_14 = {}
l_0_14.name = "BLACK_CAT_390009"
l_0_14.deckOrderId = "12"
local l_0_15 = {}
l_0_15.name = "ALTARS_REAP_390878"
l_0_15.deckOrderId = "13"
local l_0_16 = {}
l_0_16.name = "ALTARS_REAP_390878"
l_0_16.deckOrderId = "14"
local l_0_17 = {}
l_0_17.name = "CARRION_CROW_390010"
l_0_17.deckOrderId = "15"
local l_0_18 = {}
l_0_18.name = "CARRION_CROW_390010"
l_0_18.deckOrderId = "16"
local l_0_19 = {}
l_0_19.name = "NANTUKO_HUSK_391522"
l_0_19.deckOrderId = "17"
local l_0_20 = {}
l_0_20.name = "GRAVEDIGGER_390012"
l_0_20.deckOrderId = "18"
local l_0_21 = {}
l_0_21.name = "GRAVEDIGGER_390012"
l_0_21.deckOrderId = "19"
local l_0_22 = {}
l_0_22.name = "VENGEFUL_DEAD_390048"
l_0_22.deckOrderId = "20"
local l_0_23 = {}
l_0_23.name = "CRUEL_REVIVAL_387020"
l_0_23.deckOrderId = "21"
local l_0_24 = {}
l_0_24.name = "CRUEL_REVIVAL_387020"
l_0_24.deckOrderId = "22"
local l_0_25 = {}
l_0_25.name = "CRUEL_REVIVAL_387020"
l_0_25.deckOrderId = "23"
local l_0_26 = {}
l_0_26.name = "RISE_FROM_THE_GRAVE_390421"
l_0_26.deckOrderId = "24"
local l_0_27 = {}
l_0_27.name = "RISE_FROM_THE_GRAVE_390421"
l_0_27.deckOrderId = "25"
local l_0_28 = {}
l_0_28.name = "BUTCHER_GHOUL_389877"
l_0_28.deckOrderId = "26"
local l_0_29 = {}
l_0_29.name = "BUTCHER_GHOUL_389877"
l_0_29.deckOrderId = "27"
local l_0_30 = {}
l_0_30.name = "CORRUPT_389988"
l_0_30.deckOrderId = "28"
local l_0_31 = {}
l_0_31.name = "CORRUPT_389988"
l_0_31.deckOrderId = "29"
local l_0_32 = {}
l_0_32.name = "SWAMP_387378"
l_0_32.deckOrderId = "30"
local l_0_33 = {}
l_0_33.name = "SWAMP_387378"
l_0_33.deckOrderId = "31"
local l_0_34 = {}
l_0_34.name = "SWAMP_387378"
l_0_34.deckOrderId = "32"
local l_0_35 = {}
l_0_35.name = "SWAMP_387378"
l_0_35.deckOrderId = "33"
local l_0_36 = {}
l_0_36.name = "SWAMP_387380"
l_0_36.deckOrderId = "34"
local l_0_37 = {}
l_0_37.name = "SWAMP_387380"
l_0_37.deckOrderId = "35"
local l_0_38 = {}
l_0_38.name = "SWAMP_387380"
l_0_38.deckOrderId = "36"
local l_0_39 = {}
l_0_39.name = "SWAMP_387380"
l_0_39.deckOrderId = "37"
local l_0_40 = {}
l_0_40.name = "SWAMP_387379"
l_0_40.deckOrderId = "38"
local l_0_41 = {}
l_0_41.name = "SWAMP_387379"
l_0_41.deckOrderId = "39"
local l_0_42 = {}
l_0_42.name = "SWAMP_387379"
l_0_42.deckOrderId = "40"
local l_0_43 = {}
l_0_43.name = "SWAMP_387379"
l_0_43.deckOrderId = "41"
local l_0_44 = {}
l_0_44.name = "SWAMP_387379"
l_0_44.deckOrderId = "42"
local l_0_45 = {}
l_0_45.name = "SWAMP_387381"
l_0_45.deckOrderId = "43"
local l_0_46 = {}
l_0_46.name = "SWAMP_387381"
l_0_46.deckOrderId = "44"
local l_0_47 = {}
l_0_47.name = "SWAMP_387381"
l_0_47.deckOrderId = "45"
local l_0_48 = {}
l_0_48.name = "SWAMP_387381"
l_0_48.deckOrderId = "46"
local l_0_49 = {}
l_0_49.name = "SWAMP_387381"
l_0_49.deckOrderId = "47"
local l_0_50 = {}
l_0_50.name = "SWAMP_387381"
l_0_50.deckOrderId = "48"
local l_0_51 = {}
l_0_51.name = "SWAMP_387381"
l_0_51.deckOrderId = "49"
l_0_1 = {l_0_2, l_0_3, l_0_4, l_0_5, l_0_6, l_0_7, l_0_8, l_0_9, l_0_10, l_0_11, l_0_12, l_0_13, l_0_14, l_0_15, l_0_16, l_0_17, l_0_18, l_0_19, l_0_20, l_0_21, l_0_22, l_0_23, l_0_24, l_0_25, l_0_26, l_0_27, l_0_28, l_0_29, l_0_30, l_0_31, l_0_32, l_0_33, l_0_34, l_0_35, l_0_36, l_0_37, l_0_38, l_0_39, l_0_40, l_0_41, l_0_42, l_0_43, l_0_44, l_0_45, l_0_46, l_0_47, l_0_48, l_0_49, l_0_50, l_0_51}
deck, l_0_0 = l_0_0, {uid = "28", content_pack = "0", personality = "D16_LILIANA_CAMPAIGN_PLAYER_2.XML", deck_size = "50", deck_box_image = "locked", deck_box_image_locked = "locked", icon = "", cards = l_0_1}


the edited file, still giving only plains and other personality.., only things i did was adding and replacing some cards, which i all included in the same wad, kept the same structure, even checked it in a file compare program..

| Open
local l_0_0 = module
local l_0_1, l_0_2 = ..., ...
l_0_2 = package
l_0_2 = l_0_2.seeall
l_0_0(l_0_1, l_0_2)
l_0_2 = {name = "SHAMBLING_GOBLIN_389906", deckOrderId = "0"}
local l_0_3 = {}
l_0_3.name = "SHAMBLING_GOBLIN_389906"
l_0_3.deckOrderId = "1"
local l_0_4 = {}
l_0_4.name = "MIKAEUS_THE_UNHALLOWED_CW_249896"
l_0_4.deckOrderId = "2"
local l_0_5 = {}
l_0_5.name = "ABATTOIR_GHOUL_337825"
l_0_5.deckOrderId = "3"
local l_0_6 = {}
l_0_6.name = "BONE_SPLINTERS_390388"
l_0_6.deckOrderId = "4"
local l_0_7 = {}
l_0_7.name = "BONE_SPLINTERS_390388"
l_0_7.deckOrderId = "5"
local l_0_8 = {}
l_0_8.name = "ABATTOIR_GHOUL_337825"
l_0_8.deckOrderId = "6"
local l_0_9 = {}
l_0_9.name = "SHAMBLING_GHOUL_385274"
l_0_9.deckOrderId = "7"
local l_0_10 = {}
l_0_10.name = "SHAMBLING_GHOUL_385274"
l_0_10.deckOrderId = "8"
local l_0_11 = {}
l_0_11.name = "STILLMOON_CAVALIER_CW_153037"
l_0_11.deckOrderId = "9"
local l_0_12 = {}
l_0_12.name = "BLACK_CAT_390009"
l_0_12.deckOrderId = "10"
local l_0_13 = {}
l_0_13.name = "BLACK_CAT_390009"
l_0_13.deckOrderId = "11"
local l_0_14 = {}
l_0_14.name = "STILLMOON_CAVALIER_CW_153037"
l_0_14.deckOrderId = "12"
local l_0_15 = {}
l_0_15.name = "ALTARS_REAP_390878"
l_0_15.deckOrderId = "13"
local l_0_16 = {}
l_0_16.name = "ALTARS_REAP_390878"
l_0_16.deckOrderId = "14"
local l_0_17 = {}
l_0_17.name = "STILLMOON_CAVALIER_CW_153037"
l_0_17.deckOrderId = "15"
local l_0_18 = {}
l_0_18.name = "STILLMOON_CAVALIER_CW_153037"
l_0_18.deckOrderId = "16"
local l_0_19 = {}
l_0_19.name = "NANTUKO_HUSK_391522"
l_0_19.deckOrderId = "17"
local l_0_20 = {}
l_0_20.name = "GRAVEDIGGER_390012"
l_0_20.deckOrderId = "18"
local l_0_21 = {}
l_0_21.name = "GRAVEDIGGER_390012"
l_0_21.deckOrderId = "19"
local l_0_22 = {}
l_0_22.name = "DEATH_BARON_365865"
l_0_22.deckOrderId = "20"
local l_0_23 = {}
l_0_23.name = "CRUEL_REVIVAL_387020"
l_0_23.deckOrderId = "21"
local l_0_24 = {}
l_0_24.name = "CRUEL_REVIVAL_387020"
l_0_24.deckOrderId = "22"
local l_0_25 = {}
l_0_25.name = "CORPSE_HARVESTER_CW_205419"
l_0_25.deckOrderId = "23"
local l_0_26 = {}
l_0_26.name = "RISE_FROM_THE_GRAVE_390421"
l_0_26.deckOrderId = "24"
local l_0_27 = {}
l_0_27.name = "RISE_FROM_THE_GRAVE_390421"
l_0_27.deckOrderId = "25"
local l_0_28 = {}
l_0_28.name = "BUTCHER_GHOUL_389877"
l_0_28.deckOrderId = "26"
local l_0_29 = {}
l_0_29.name = "BUTCHER_GHOUL_389877"
l_0_29.deckOrderId = "27"
local l_0_30 = {}
l_0_30.name = "CORRUPT_389988"
l_0_30.deckOrderId = "28"
local l_0_31 = {}
l_0_31.name = "CORRUPT_389988"
l_0_31.deckOrderId = "29"
local l_0_32 = {}
l_0_32.name = "SOULLESS_ONE_390024"
l_0_32.deckOrderId = "30"
local l_0_33 = {}
l_0_33.name = "SOULLESS_ONE_390024"
l_0_33.deckOrderId = "31"
local l_0_34 = {}
l_0_34.name = "HELLDOZER_CW_205360"
l_0_34.deckOrderId = "32"
local l_0_35 = {}
l_0_35.name = "UNDEAD_BIOMANCER_001199366352"
l_0_35.deckOrderId = "33"
local l_0_36 = {}
l_0_36.name = "GRAVE_BETRAYAL_CW_270960"
l_0_36.deckOrderId = "34"
local l_0_37 = {}
l_0_37.name = "DARK_ORACLE_OF_MUL_DAYA_001348407"
l_0_37.deckOrderId = "35"
local l_0_38 = {}
l_0_38.name = "LORD_OF_THE_UNDEAD_389872"
l_0_38.deckOrderId = "36"
local l_0_39 = {}
l_0_39.name = "LORD_OF_THE_UNDEAD_389872"
l_0_39.deckOrderId = "37"
local l_0_40 = {}
l_0_40.name = "DARK_GARRUKS_HORDE_001337948"
l_0_40.deckOrderId = "38"
local l_0_41 = {}
l_0_41.name = "UNDEAD_WARCHIEF_365918"
l_0_41.deckOrderId = "39"
local l_0_42 = {}
l_0_42.name = "CORPSE_HARVESTER_CW_205419"
l_0_42.deckOrderId = "40"
local l_0_43 = {}
l_0_43.name = "SWAMP_387379"
l_0_43.deckOrderId = "41"
local l_0_44 = {}
l_0_44.name = "SWAMP_387379"
l_0_44.deckOrderId = "42"
local l_0_45 = {}
l_0_45.name = "SWAMP_387381"
l_0_45.deckOrderId = "43"
local l_0_46 = {}
l_0_46.name = "SWAMP_387381"
l_0_46.deckOrderId = "44"
local l_0_47 = {}
l_0_47.name = "SWAMP_387381"
l_0_47.deckOrderId = "45"
local l_0_48 = {}
l_0_48.name = "SWAMP_387381"
l_0_48.deckOrderId = "46"
local l_0_49 = {}
l_0_49.name = "SWAMP_387381"
l_0_49.deckOrderId = "47"
local l_0_50 = {}
l_0_50.name = "SWAMP_387381"
l_0_50.deckOrderId = "48"
local l_0_51 = {}
l_0_51.name = "SWAMP_387381"
l_0_51.deckOrderId = "49"
local l_0_52 = {}
l_0_52.name = "SWAMP_387381"
l_0_52.deckOrderId = "50"
local l_0_53 = {}
l_0_53.name = "SWAMP_387381"
l_0_53.deckOrderId = "51"
local l_0_54 = {}
l_0_54.name = "SWAMP_387381"
l_0_54.deckOrderId = "52"
local l_0_55 = {}
l_0_55.name = "SWAMP_387381"
l_0_55.deckOrderId = "53"
local l_0_56 = {}
l_0_56.name = "SWAMP_387381"
l_0_56.deckOrderId = "54"
local l_0_57 = {}
l_0_57.name = "SWAMP_387381"
l_0_57.deckOrderId = "55"
local l_0_58 = {}
l_0_58.name = "SWAMP_387381"
l_0_58.deckOrderId = "56"
local l_0_59 = {}
l_0_59.name = "SWAMP_387381"
l_0_59.deckOrderId = "57"
local l_0_60 = {}
l_0_60.name = "SWAMP_387381"
l_0_60.deckOrderId = "58"
local l_0_61 = {}
l_0_61.name = "SWAMP_387381"
l_0_61.deckOrderId = "59"
l_0_1 = {l_0_2, l_0_3, l_0_4, l_0_5, l_0_6, l_0_7, l_0_8, l_0_9, l_0_10, l_0_11, l_0_12, l_0_13, l_0_14, l_0_15, l_0_16, l_0_17, l_0_18, l_0_19, l_0_20, l_0_21, l_0_22, l_0_23, l_0_24, l_0_25, l_0_26, l_0_27, l_0_28, l_0_29, l_0_30, l_0_31, l_0_32, l_0_33, l_0_34, l_0_35, l_0_36, l_0_37, l_0_38, l_0_39, l_0_40, l_0_41, l_0_42, l_0_43, l_0_44, l_0_45, l_0_46, l_0_47, l_0_48, l_0_49, l_0_50, l_0_51, l_0_51, l_0_52, l_0_53, l_0_54, l_0_55, l_0_56, l_0_57, l_0_58, l_0_59, l_0_60, l_0_61}
deck, l_0_0 = l_0_0, {uid = "28", content_pack = "0", personality = "D16_LILIANA_CAMPAIGN_PLAYER_2.XML", deck_size = "50", deck_box_image = "locked", deck_box_image_locked = "locked", icon = "", cards = l_0_1}


Also i am unable to decompile the demons deck properly
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Re: Magic Duels tests and results

Postby thefiremind » 11 Oct 2016, 12:23

Editing the decompiled file directly should theoretically work, but I don't trust all those local variables introduced by the decompiler so I would suggest to "clean" it manually so that it's easier to read and maintain (what you did the first time was the right way, only you didn't do it properly). This is what I obtained:
D16_LILIANA_UPGRADES_TWO decompiled.zip
(758 Bytes) Downloaded 260 times
I haven't tested it, though. First you should try it without changing any card and see if you still get the all-Plains deck, then change the cards after you see it working.

I have no problems decompiling D16_LILIANA_DEMONS.lol, if that's what you are failing at. I'm using the decompiler attached here which is probably the latest update available.
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Re: Magic Duels tests and results

Postby Reaper » 11 Oct 2016, 13:23

Thanks alot, this fixed indeed the all-plains deck, even with changed cards.
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Re: Magic Duels tests and results

Postby thefiremind » 14 Oct 2016, 14:24

I updated my test ZED contents with some new things that you may find useful:
  • Experience and poison counters implemented through emblems. Look at the sample cards Ezuri, Claw of Progress, Meren of Clan Nel Toth and Viral Drake for usage.
  • I made my own ObjectDC because I couldn't seem to make LinkedDC work with haunt. Look at the sample card Orzhov Euthanist and you'll see how both haunt and my ObjectDC work.
  • Most of my functions requiring arguments have now default values: you can omit them if you are using the default. For example, the default argument for TFM_ObjectDC is Object() (you usually want the DC to be indexed by the current object).
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Re: Magic Duels tests and results

Postby Tejahn » 15 Oct 2016, 23:44






This is awesome! I downloaded and tested the new ZED. I can confirm that everything works as it should from my limited testing. With that said, I have a question regarding tokens being removed from the game and how Meld works with regard to returning the two melded creatures to the graveyard or other zones.

First, I believe a token can't return because it's 'placed' in a seemingly irretrievable data chest while Meld creatures are place in a retrievable data chest. My question is this: Do you think you can create a code that only allows a card to be used one time after it resolves or is countered. Afterwards, it searches for all other cards with that name and place them inside the same data chest tokens go to so the card can't be retrieved again for the rest of the duel?

Example Text:

This card can only be used once. Search you hand, library, graveyard, etc and remove all other cards with the same name from the game.

This would be similar to Haunting Echoes but instead of putting the cards in exile it would place it in the same data chest that token go to. Do you think this is possible? And if so, can you provide a code for me to test it?

For meld, what code returns the creatures? Looking at the XML code isn't pointing me in any particular direction. Thanks for the new ZED!
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Re: Magic Duels tests and results

Postby thefiremind » 16 Oct 2016, 08:26

Tejahn wrote:First, I believe a token can't return because it's 'placed' in a seemingly irretrievable data chest while Meld creatures are place in a retrievable data chest.
Any token leaving the battlefield goes to ZONE_CEASED_TO_EXIST. Tokens can't be melded at all, see here (Rulings, 4th point).

Tejahn wrote:My question is this: Do you think you can create a code that only allows a card to be used one time after it resolves or is countered. Afterwards, it searches for all other cards with that name and place them inside the same data chest tokens go to so the card can't be retrieved again for the rest of the duel?
You could try to use
Code: Select all
card:QueueZoneChange(ZONE_CEASED_TO_EXIST)
I can't say if it works or not.

Tejahn wrote:This card can only be used once. Search you hand, library, graveyard, etc and remove all other cards with the same name from the game.
If you ever want to release that custom card to the public I'd suggest you to find another way to word it: "remove from game" is just the old wording for "exile", players might be confused. Maybe invent a new keyword? I don't know what to suggest, though: anything that comes to my mind has already been used.

Tejahn wrote:For meld, what code returns the creatures? Looking at the XML code isn't pointing me in any particular direction.
I think that MeldWith takes care of everything automatically.

On another note, I just discovered that there's a new attribute for triggers: one_or_more="1", used on The Gitrog Monster. Assuming that it works correctly on any kind of trigger (and I have yet to test it), it might simplify Briarbridge Patrol's first ability and similar ones.
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Re: Magic Duels tests and results

Postby Xander9009 » 16 Oct 2016, 14:05

'Singular - When this spell resolves, search your library, graveyard, hand, exile zone, and the stack. Exile all cards with the same name as this one (including itself). Those cards gain "This card cannot become the target of spells or abilities" and "this card cannot be removed from exile."'

For the "cannot become the target..." bit, if MTG():Override() doesn't, you could probably achieve the same results by flickering it to the graveyard and back before re-granting the ability.

It is actually still possible to make the spell go off twice. The only way I can think of, though, is if one copy is manifested while another resolves. Of course, if this can appear on permanents, it'd need tweaked.
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Re: Magic Duels tests and results

Postby Tejahn » 16 Oct 2016, 17:21

thefiremind wrote: Any token leaving the battlefield goes to ZONE_CEASED_TO_EXIST. Tokens can't be melded at all, see here (Rulings, 4th point).
Yes. I know that tokens can't be melded. I was referring to how they are officially irretrievable once they leave the battlefield and asking if there is a known code that determines what data chest they are placed in to see if other cards can be placed in same data chest as well. I actually want to start testing all the available data chest.

thefiremind wrote:You could try to use card:QueueZoneChange(ZONE_CEASED_TO_EXIST) I can't say if it works or not.
I'll surely test this out later on today. Thanks!

thefiremind wrote: If you ever want to release that custom card to the public I'd suggest you to find another way to word it: "remove from game" is just the old wording for "exile", players might be confused. Maybe invent a new keyword? I don't know what to suggest, though: anything that comes to my mind has already been used.
It's not a card that will be released to the public. I just like testing the limits of what's possible with the game engine.

thefiremind wrote: I think that MeldWith takes care of everything automatically.

On another note, I just discovered that there's a new attribute for triggers: one_or_more="1", used on The Gitrog Monster. Assuming that it works correctly on any kind of trigger (and I have yet to test it), it might simplify Briarbridge Patrol's first ability and similar ones.
So, I can start at MeldWith and then try to find the underline code somewhere. I'll report my findings if I discover anything valuable. As far as the new attribute, keep us updated as to how it helps to simplify difficult cards. Nice find. I rarely go back at look at previously coded cards but this is an indication that I should.

Xander9009 wrote:'Singular - When this spell resolves, search your library, graveyard, hand, exile zone, and the stack. Exile all cards with the same name as this one (including itself). Those cards gain "This card cannot become the target of spells or abilities" and "this card cannot be removed from exile."'

For the "cannot become the target..." bit, if MTG():Override() doesn't, you could probably achieve the same results by flickering it to the graveyard and back before re-granting the ability.

It is actually still possible to make the spell go off twice. The only way I can think of, though, is if one copy is manifested while another resolves. Of course, if this can appear on permanents, it'd need tweaked.
Thanks! I'll test your suggestion and I think you worded the custom card better than my quick thought. Also, the "this card cannot be removed from exile" wording is interesting because I'm hoping it and the other cards with the same name don't have to use the exile zone. Hence, the reason I'm trying to discover the code that places tokens in an officially irretrievable data chest. The reason for this is because I have other cards that care about the number of cards in exile and I don't want the aforementioned to be counted.
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Re: Magic Duels tests and results

Postby thefiremind » 19 Oct 2016, 15:46

Important update to my test ZED contents:
  • I realized that some cards ported from DotP2015 weren't coded with Planeswalkers in mind. Now they should all be compatible with Magic Duels' Planeswalkers.
  • I coded functions that help coding cards with "can't untap more than..." effects! I included Static Orb and Stoic Angel as sample cards. My tests have been conducted with Static Orb only, but they should work together properly, feel free to test more.
    I opened a topic in Programming Talk about it, you can use that if you want to talk about the functions.
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Re: Magic Duels tests and results

Postby logoliv » 02 Nov 2016, 15:52

Apparently the ALI213 emulator doesn't work anymore with the last vanilla version of Magic Duels on Steam : when I launch the application, it opens my Steam account... Did someone try recently with the last Steam version ?
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Re: Magic Duels tests and results

Postby thefiremind » 02 Nov 2016, 16:01

I have never noticed until now, but it does indeed open Steam when starting. However it doesn't interact with it in any way. I'll add it as a note on the first post.
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Re: Magic Duels tests and results

Postby logoliv » 02 Nov 2016, 16:12

How can you be so sure it "doesn't interact with it in any way" ?
It opens your Steam account when you launch it... did you try to play with a modified profile and Steam still online ?
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Re: Magic Duels tests and results

Postby thefiremind » 02 Nov 2016, 18:59

logoliv wrote:How can you be so sure it "doesn't interact with it in any way" ?
It opens your Steam account when you launch it... did you try to play with a modified profile and Steam still online ?
First, because I set FullBlockNetwork=1 in the INI file and when I open the game it says I'm offline. Second, because the profile is saved (and loaded) in the Profile subfolder inside the game folder, rather than in Steam's userdata. Third, because if I revert to original Steam after doing some modding, my online account is exactly as I left it before modding.
If you are paranoid you can always make a new Steam account and login into that while you use Magic Duels through the emulator.
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Re: Magic Duels tests and results

Postby logoliv » 02 Nov 2016, 22:25

That's strange...
1) when I open the game, it does not say I'm offline, I can also access the shop.
2) the profile is saved in Steam's userdata and not in the game's profile folder

In fact when I launch my MagicDuels.exe copy using these dlls it behaves exactly as if I had launched the game using Steam !

In conclusion I'm not paranoid but just not suicidal :)
Don't use these ALI213 dlls when using the last Steam version of the game !
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Re: Magic Duels tests and results

Postby thefiremind » 02 Nov 2016, 23:30

logoliv wrote:That's strange...
1) when I open the game, it does not say I'm offline, I can also access the shop.
2) the profile is saved in Steam's userdata and not in the game's profile folder

In fact when I launch my MagicDuels.exe copy using these dlls it behaves exactly as if I had launched the game using Steam !

In conclusion I'm not paranoid but just not suicidal :)
Don't use these ALI213 dlls when using the last Steam version of the game !
Then, either you have a strange problem on your PC that I can't understand, or you are still using the original DLLs without noticing. I am successfully using the emulator with the latest Steam version of the game, otherwise how could I have tested the correct way to override the Kaladesh shoebox card pool?

I'd like to see a screenshot of your Magic Duels folder, with file size included (using the detailed view).
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