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Magic: The Gathering - Duels of the Planeswalkers
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2010




[10-04-2010] SVN R424 - Cali Nightmare - WCD 1998
Moderator: CCGHQ Admins
Re: [09-02-10] SVN UPDATED R206 - Dark Hexmage Deck + Templa
by kevlahnota » 04 Sep 2010, 03:26
Does your game has DLC 2? I suggest to upgrade it. I think they fix the AI bug not playing anything or just simply stupid.
I find the 2nd DLC makes the AI plays more smoothly than it used to be on DLC 1.
my last game was the AI using my Knights deck, I have bunch of creatures ( Classic White Weenie ), hes down to 1 and I'm at 8 life, He cast Wrath of God!( I think the AI waits for a number of creatures before casting it ), I Top Decked an Armageddon, I cast a shadow creature (Soltari Priest) then cast Armageddon to destroy all lands sealing the game.
I find it more challenging.
But bugs are still there.
I think there is a memory hole or some sort of leak that when the AI calculates on how to win the game, he doesn't know what to do (you know it when the game lags or stutter ).
EDIT: here's my recent game,the AI plays a second turn PROGENITUS! WTH
.
Note: DLC2 gameplay image below:

I find the 2nd DLC makes the AI plays more smoothly than it used to be on DLC 1.
my last game was the AI using my Knights deck, I have bunch of creatures ( Classic White Weenie ), hes down to 1 and I'm at 8 life, He cast Wrath of God!( I think the AI waits for a number of creatures before casting it ), I Top Decked an Armageddon, I cast a shadow creature (Soltari Priest) then cast Armageddon to destroy all lands sealing the game.
I find it more challenging.
But bugs are still there.
I think there is a memory hole or some sort of leak that when the AI calculates on how to win the game, he doesn't know what to do (you know it when the game lags or stutter ).
EDIT: here's my recent game,the AI plays a second turn PROGENITUS! WTH

Note: DLC2 gameplay image below:

kikiboy wrote:Noob Here. Just want to ask how come the AI doesn't put lands in play more often? I've used most of the custom decks and found this problem. The ratio of my lands and the AI is 7:3 if i guessed it right. And also most of the AI don't cast spells with mana cost 3 or less during his 2nd or 3rd turn. For example. Garruk will pass on the 2nd turn and cast Civic Wayfinder on the 3rd turn eventhough he has a Grizzly Bear in hand during the 1st turn. Is this a bug?
By the way great work guys on the customized decks. You put the A+ on making a very fun and playable deck of cards.
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Re: [09-02-10] SVN UPDATED R206 - Dark Hexmage Deck + Templa
by kevlahnota » 04 Sep 2010, 04:04
SVN R218: fixed Umezawa Jitte!

Caerly wrote:Thanx and sorry for a stupid question
One more bug (or feature?
Maverick Beats Deck:
Umezawa's Jitte ability can be activated as though it has 50 counters on it, instead real quantity.
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Re: [09-02-10] SVN UPDATED R206 - Dark Hexmage Deck + Templa
by whismer » 04 Sep 2010, 17:41
@Kev : I install the second DLC (expansion2)
My secret button disappear?? And when I take a look at CORE.LUA it's said Visible(1)
Have you this problem?
My secret button disappear?? And when I take a look at CORE.LUA it's said Visible(1)
Have you this problem?
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Re: [09-02-10] SVN UPDATED R206 - Dark Hexmage Deck + Templa
by kikiboy » 05 Sep 2010, 12:10
Thanks for the help. My game has DLC 1 only so I upgraded it to DLC 2. By the way the Dark Hexmage Rocks!! Keep up the Good Work. Thanks Again.kevlahnota wrote:
Does your game has DLC 2? I suggest to upgrade it. I think they fix the AI bug not playing anything or just simply stupid.
I find the 2nd DLC makes the AI plays more smoothly than it used to be on DLC 1.
my last game was the AI using my Knights deck, I have bunch of creatures ( Classic White Weenie ), hes down to 1 and I'm at 8 life, He cast Wrath of God!( I think the AI waits for a number of creatures before casting it ), I Top Decked an Armageddon, I cast a shadow creature (Soltari Priest) then cast Armageddon to destroy all lands sealing the game.
I find it more challenging.
But bugs are still there.
I think there is a memory hole or some sort of leak that when the AI calculates on how to win the game, he doesn't know what to do (you know it when the game lags or stutter ).

Re: [09-07-10] SVN UPDATED R229 - Scapeshift Zoo Deck
by kevlahnota » 06 Sep 2010, 19:51
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Re: [09-07-10] SVN UPDATED R229 - Scapeshift Zoo Deck
by kikiboy » 08 Sep 2010, 01:59
@kevlahnota
Thanks for the update. I'll try them later. And by the way I just noticed that the AI doesn't put lands on play when they have a bad hand. I have encountered this problem with garruk. He has 4 lands, 2 Giant Growth and 1 Wurm Card in his hand. If he draws a card that is not useful he will just discard a card and not play any lands. And also I think there's a glitch in the Animate Dead Card. I've used your Grave Digger Deck and noticed that the Youthful Knight Blocking my Godsire w/ Animate Dead doesn't go to the graveyard. It will display the toughness as "0" but he will still remain in play.
More power to you and the other modders bro.
Thanks for the update. I'll try them later. And by the way I just noticed that the AI doesn't put lands on play when they have a bad hand. I have encountered this problem with garruk. He has 4 lands, 2 Giant Growth and 1 Wurm Card in his hand. If he draws a card that is not useful he will just discard a card and not play any lands. And also I think there's a glitch in the Animate Dead Card. I've used your Grave Digger Deck and noticed that the Youthful Knight Blocking my Godsire w/ Animate Dead doesn't go to the graveyard. It will display the toughness as "0" but he will still remain in play.
More power to you and the other modders bro.
Re: [09-07-10] SVN UPDATED R229 - Scapeshift Zoo Deck
by kevlahnota » 08 Sep 2010, 10:15
I'll take a look at Animate Dead (I didn't made the grave digger deck
)
Survival Deck Added!
Daze and Force of Will working as expected. (Thanks to Yanna's Code!)

Survival Deck Added!
Daze and Force of Will working as expected. (Thanks to Yanna's Code!)
kikiboy wrote:@kevlahnota
Thanks for the update. I'll try them later. And by the way I just noticed that the AI doesn't put lands on play when they have a bad hand. I have encountered this problem with garruk. He has 4 lands, 2 Giant Growth and 1 Wurm Card in his hand. If he draws a card that is not useful he will just discard a card and not play any lands. And also I think there's a glitch in the Animate Dead Card. I've used your Grave Digger Deck and noticed that the Youthful Knight Blocking my Godsire w/ Animate Dead doesn't go to the graveyard. It will display the toughness as "0" but he will still remain in play.
More power to you and the other modders bro.
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Re: [09-08-10] SVN UPDATED R233 - SURVIVAL DECK!
by araiwah » 09 Sep 2010, 05:58
Hi,
I am enjoying playing with your new Survival deck. Force of Will is working great for me. However, Daze does not. I don't know how to describe it besides the fact that it simply does not work for me. Maybe it has something to do with sacrificing dual lands (that have island mana) instead of single island lands?
For example, the latest occasion where it didn't work for me was like this:
I had all lands tapped. Opponent casts Terror on one of my green unit. He also has all his lands tapped (so he cannot pay the 1 mana cost). I cast Daze, sacrificing one of my dual lands with island in it and then pick the spell to counter. It sort of goes through the animation and then ultimately, the Daze card goes into the graveyard while the Terror spell kills my unit anyway. Same thing also happens to me when I try to counter creature spells (specifically one of those Tidehollow Strixes). My Daze card simply goes into the graveyard while the opponent's spell is cast as if nothing is happened. I definitely made sure they had no untapped mana left when I casted it.
Like I theorized earlier, could it be that the game doesn't recognize the dual mana lands as a valid "island?"
Other than that, great work as usual. Always looking forward to all your releases.
I am enjoying playing with your new Survival deck. Force of Will is working great for me. However, Daze does not. I don't know how to describe it besides the fact that it simply does not work for me. Maybe it has something to do with sacrificing dual lands (that have island mana) instead of single island lands?
For example, the latest occasion where it didn't work for me was like this:
I had all lands tapped. Opponent casts Terror on one of my green unit. He also has all his lands tapped (so he cannot pay the 1 mana cost). I cast Daze, sacrificing one of my dual lands with island in it and then pick the spell to counter. It sort of goes through the animation and then ultimately, the Daze card goes into the graveyard while the Terror spell kills my unit anyway. Same thing also happens to me when I try to counter creature spells (specifically one of those Tidehollow Strixes). My Daze card simply goes into the graveyard while the opponent's spell is cast as if nothing is happened. I definitely made sure they had no untapped mana left when I casted it.
Like I theorized earlier, could it be that the game doesn't recognize the dual mana lands as a valid "island?"
Other than that, great work as usual. Always looking forward to all your releases.
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Re: [09-08-10] SVN UPDATED R233 - SURVIVAL DECK!
by kevlahnota » 09 Sep 2010, 06:57
@ araiwah
thanks for the support!
hmmm, about daze, it works for me even on dual lands(while being tapped out). Try this, delete daze.xml then update to the latest svn.
I'll check the code maybe later. I'm building another deck at this moment
yes it's green
EDIT: Please try the quick fix @ SVN R238
thanks for the support!
hmmm, about daze, it works for me even on dual lands(while being tapped out). Try this, delete daze.xml then update to the latest svn.

I'll check the code maybe later. I'm building another deck at this moment

EDIT: Please try the quick fix @ SVN R238
araiwah wrote:Hi,
I am enjoying playing with your new Survival deck. Force of Will is working great for me. However, Daze does not. I don't know how to describe it besides the fact that it simply does not work for me. Maybe it has something to do with sacrificing dual lands (that have island mana) instead of single island lands?
For example, the latest occasion where it didn't work for me was like this:
I had all lands tapped. Opponent casts Terror on one of my green unit. He also has all his lands tapped (so he cannot pay the 1 mana cost). I cast Daze, sacrificing one of my dual lands with island in it and then pick the spell to counter. It sort of goes through the animation and then ultimately, the Daze card goes into the graveyard while the Terror spell kills my unit anyway. Same thing also happens to me when I try to counter creature spells (specifically one of those Tidehollow Strixes). My Daze card simply goes into the graveyard while the opponent's spell is cast as if nothing is happened. I definitely made sure they had no untapped mana left when I casted it.
Like I theorized earlier, could it be that the game doesn't recognize the dual mana lands as a valid "island?"
Other than that, great work as usual. Always looking forward to all your releases.
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Re: [09-09-10] SVN UPDATED R242 - ELVES DECK!
by kevlahnota » 09 Sep 2010, 12:37
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Re: [09-09-10] SVN R243 - ELVES DECK (FIXED QUIRION RANGER)!
by araiwah » 09 Sep 2010, 17:13
Hi kevlahnota,
I hate to be the bearer of bad news that spoils the party, but Daze is still broken for me. I know you've released an update on Daze through that SVN, but now it seems even more broken.
The same thing I described to you earlier still occurs. The only other description I can add to it is that the Daze card seems to "wiggle" from side to side after I choose the target spell to counter before it gently floats over to my graveyard while the opponent spell goes on as usual. (I definitely made sure they had no untapped mana left)
In addition, this also happened to me twice now:
When it asks me to pick an island to sacrifice, it now says "undefined string" and when I click on the island to sacrifice, nothing happens and the game is stuck. The game doesn't freeze, but it's as if it is waiting for me to do something, which I can't.
I've already deleted the whole DLC folder and re-downloaded everything again. I've also never messed with any other game files, other than making my own custom decks.
Does anybody else have this problem? Do you think it is something on my end? Any suggestions, if that is the case.
Thank you so much for your prompt responses. I find it amazing that you put in all this effort to help others for "fun". It's funny because the actual game developers who are PAID do not even give so much as a commitment. So again, thank you.
araiwah
I hate to be the bearer of bad news that spoils the party, but Daze is still broken for me. I know you've released an update on Daze through that SVN, but now it seems even more broken.
The same thing I described to you earlier still occurs. The only other description I can add to it is that the Daze card seems to "wiggle" from side to side after I choose the target spell to counter before it gently floats over to my graveyard while the opponent spell goes on as usual. (I definitely made sure they had no untapped mana left)
In addition, this also happened to me twice now:
When it asks me to pick an island to sacrifice, it now says "undefined string" and when I click on the island to sacrifice, nothing happens and the game is stuck. The game doesn't freeze, but it's as if it is waiting for me to do something, which I can't.
I've already deleted the whole DLC folder and re-downloaded everything again. I've also never messed with any other game files, other than making my own custom decks.
Does anybody else have this problem? Do you think it is something on my end? Any suggestions, if that is the case.
Thank you so much for your prompt responses. I find it amazing that you put in all this effort to help others for "fun". It's funny because the actual game developers who are PAID do not even give so much as a commitment. So again, thank you.
araiwah
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Re: [09-09-10] SVN R243 - ELVES DECK (FIXED QUIRION RANGER)!
by kevlahnota » 09 Sep 2010, 17:51
here's my test (NOTE: I'm on DLC2 but the code is compatible with DLC1)
1)I chose the dual land to counter the spell:

2)Now it's countered since he doesn't have 1 extra mana to pay:

I tested it now but it works for me. hmmm. try this code, just copy and paste it to notepad and save it as DAZE.XML.
1)I chose the dual land to counter the spell:

2)Now it's countered since he doesn't have 1 extra mana to pay:

I tested it now but it works for me. hmmm. try this code, just copy and paste it to notepad and save it as DAZE.XML.
- Code: Select all
<?xml version="1.0"?>
<MULTICARDS>
<CARD>
<!--
///////////////////////////////////////////////////////////////////////////////////
CARD INFORMATIONS
///////////////////////////////////////////////////////////////////////////////////
-->
<FILENAME text = "DAZE" />
<ARTID value = "88880075" />
<TITLE text = "DAZE_TITLE" />
<TYPE metaname = "Instant" />
<CASTING_COST cost = "{1}{U}" />
<COLOR value = "U" />
<FRAMECOLOUR name = "8888_DAZE" />
<EXPANSION metaname = "8888" />
<RARITY metaname = "common" />
<COLLECTIONMAX value = "0" />
<COLLECTORNUMBER value = "0" />
<CARDNUMBER value = "0" />
<ARTIST name = "Matthew D. Wilson" />
<FLAVOURTEXT text = "DAZE_FLAVOUR" />
<!--
///////////////////////////////////////////////////////////////////////////////////
START OF CARD ABILITIES
///////////////////////////////////////////////////////////////////////////////////
-->
<STATIC_ABILITY zone="Hand" layer="0" internal="1" >
<EFFECT>
if ( CountDream() > 0 ) then
Object():Register_Set( 2, 1 )
else
Object():Register_Set( 2, 0 )
end
</EFFECT>
</STATIC_ABILITY>
<STATIC_ABILITY tag="DAZE_RULE_1" zone="Hand" layer="8" internal="1" >
<EFFECT>
if CountNonTokenIsland() > 0 and Object():Register_Get(2) == 0 then
DecreaseCastingCost( 1, COLOUR_BLUE, 1 )
end
</EFFECT>
</STATIC_ABILITY>
<!--
////////////////////////////
Counter Target Spell...
////////////////////////////
-->
<SPELL_ABILITY layer="0" >
<TARGET_DETERMINATION>
return TargetSpellBad()
</TARGET_DETERMINATION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY tag="DAZE_RULE_2" zone ="any" layer="0" dont_ask="0" >
<TRIGGER value="ABILITY_RESOLVED">
return SelfTriggered() and Object():Register_Get(3) == 3
</TRIGGER>
<COST qualifier="Conditional" type="Mana" cost="{1}" />
<EFFECT>
Object():PutInGraveyard()
Object():Register_Set( 3, 0 )
</EFFECT>
<ELSE_EFFECT>
if Object():Register_Object_Get( 0 ) ~= nil then
Object():Register_Object_Get( 0 ):CounterSpell()
end
Object():Register_Set( 3, 0 )
</ELSE_EFFECT>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY zone ="any" layer="2" >
<TRIGGER value="ABILITY_RESOLVED">
return SelfTriggered() and Object():Register_Get(3) == 2
</TRIGGER>
<TARGET_DETERMINATION>
return TargetSpellBad()
</TARGET_DETERMINATION>
<PLAYTIME>
ChooseTarget( "ChooseSpellToCounter" )
</PLAYTIME>
<EFFECT>
Object():Register_Player_Set( 0, Object():GetTargetCard():GetController() )
Object():Register_Object_Set( 0, Object():GetTargetCard() )
Object():SetController( Object():Register_Player_Get( 0 ) )
Object():Register_Set( 3, 3 )
</EFFECT>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY zone="any" layer="8" internal="1" pre_trigger="1" dont_ask="1" >
<TRIGGER value="ABILITY_RESOLVED">
return SelfTriggered() and Object():Register_Get(3) == 1 and Object():Register_Get(2) == 0
</TRIGGER>
<COST qualifier="Conditional" type="Mana" cost="{1}{U}" />
<EFFECT>
Object():Register_Set( 3, 2 )
</EFFECT>
<ELSE_EFFECT>
Object():CounterSpell()
Object():Register_Set( 3, 0 )
</ELSE_EFFECT>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY tag="_COMMON_BLANKLINE" zone ="any" layer="0" auto_skip="1" >
<TRIGGER value="SPELL_PLAYED">
return SelfTriggered()
</TRIGGER>
<PLAYTIME>
Object():GetFilter():Clear()
Object():GetFilter():SetPlayer( Object():GetPlayer() )
Object():GetPlayer():BeginNewMultipleChoice( true )
Object():GetPlayer():AddMultipleChoiceAnswer( "YES" )
Object():GetPlayer():AddMultipleChoiceAnswer( "NO" )
Object():GetPlayer():AskMultipleChoiceQuestion( "DAZEQ" )
</PLAYTIME>
<PRE_EFFECT>
if (Object():GetMultipleChoiceResult() == 0) then
Object():GetFilter():Clear()
Object():GetFilter():AddCardType( CARD_TYPE_LAND )
Object():GetFilter():AddSubType( LAND_TYPE_ISLAND )
Object():GetFilter():SetZone( ZONE_IN_PLAY )
Object():GetFilter():SetController( Object():GetController() )
Object():GetPlayer():SetTargetPrompt( 0, "CHOOSEANISLANDTORETURN" )
Object():GetPlayer():ChooseTargets()
else
Object():Register_Set( 3, 1 )
end
</PRE_EFFECT>
<EFFECT>
if (Object():GetMultipleChoiceResult() == 0) then
if (Object():GetNthTargetCard( 0 ) ~= nil) then
Object():GetNthTargetCard( 0 ):ReturnToOwnersHand()
Object():Register_Set( 3, 2 )
end
end
ClearTarget()
</EFFECT>
</TRIGGERED_ABILITY>
<!--
///////////////////////////////////////////////////////////////////////////////////
END OF CARD ABILITIES
///////////////////////////////////////////////////////////////////////////////////
-->
<AI_SCORE_MULTIPLIER zone="hand" value="5" />
</CARD>
</MULTICARDS>
araiwah wrote:Hi kevlahnota,
I hate to be the bearer of bad news that spoils the party, but Daze is still broken for me. I know you've released an update on Daze through that SVN, but now it seems even more broken.
The same thing I described to you earlier still occurs. The only other description I can add to it is that the Daze card seems to "wiggle" from side to side after I choose the target spell to counter before it gently floats over to my graveyard while the opponent spell goes on as usual. (I definitely made sure they had no untapped mana left)
In addition, this also happened to me twice now:
When it asks me to pick an island to sacrifice, it now says "undefined string" and when I click on the island to sacrifice, nothing happens and the game is stuck. The game doesn't freeze, but it's as if it is waiting for me to do something, which I can't.
I've already deleted the whole DLC folder and re-downloaded everything again. I've also never messed with any other game files, other than making my own custom decks.
Does anybody else have this problem? Do you think it is something on my end? Any suggestions, if that is the case.
Thank you so much for your prompt responses. I find it amazing that you put in all this effort to help others for "fun". It's funny because the actual game developers who are PAID do not even give so much as a commitment. So again, thank you.
araiwah
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Re: [09-09-10] SVN R243 - ELVES DECK (FIXED QUIRION RANGER)!
by araiwah » 09 Sep 2010, 18:22
Hi,
If I understand you correctly, this is what I have done.
I copied that code you just posted into the Daze.xml file in the cards folder. I pretty much highlighted all the old code and pasted this new one over it.
The result is that the card is GONE. All the decks that use it no longer have it in the deck. It is as if the card doesn't exist. Maybe there's a typo somewhere?
So unfortunately, I can't test it out.
I wish I could help more with this, but I haven't a clue about the first thing about coding or computer science, so I must apologize for not being more helpful.
Thanks
If I understand you correctly, this is what I have done.
I copied that code you just posted into the Daze.xml file in the cards folder. I pretty much highlighted all the old code and pasted this new one over it.
The result is that the card is GONE. All the decks that use it no longer have it in the deck. It is as if the card doesn't exist. Maybe there's a typo somewhere?
So unfortunately, I can't test it out.
I wish I could help more with this, but I haven't a clue about the first thing about coding or computer science, so I must apologize for not being more helpful.
Thanks
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Re: [09-09-10] SVN R243 - ELVES DECK (FIXED QUIRION RANGER)!
by kevlahnota » 09 Sep 2010, 18:38
I think there's something wrong in your dlc. the code I posted is the same as in the SVN. maybe there something that conflicts the file.

araiwah wrote:Hi,
If I understand you correctly, this is what I have done.
I copied that code you just posted into the Daze.xml file in the cards folder. I pretty much highlighted all the old code and pasted this new one over it.
The result is that the card is GONE. All the decks that use it no longer have it in the deck. It is as if the card doesn't exist. Maybe there's a typo somewhere?
So unfortunately, I can't test it out.
I wish I could help more with this, but I haven't a clue about the first thing about coding or computer science, so I must apologize for not being more helpful.
Thanks
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Re: [09-09-10] SVN R243 - ELVES DECK (FIXED QUIRION RANGER)!
by araiwah » 09 Sep 2010, 18:41
I'll try to uninstall everything and start all over with a clean slate. Let's see if this will work. Thanks again for your help.
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