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MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby etphonehome » 05 Jul 2025, 12:07

I recoded the two- and three-color land cards for the XMAS version. When one of these lands enters the battlefield, and at the beginning of the AI’s turn, it will choose a random useful color.

First, it selects a color based on cards in the AI’s hand. If there are no relevant cards there, it checks the battlefield, then the library, and finally the graveyard. For example, if the AI has only a blue card in hand, the chosen color will be blue. If it has both green and blue cards, one of those will be chosen at random.

Dual- and tri-color lands only produce one color at a time. For human players, the land chooses a useful color when it enters the battlefield, but afterward the player must change the color manually if a different one is needed.

Simply moving Planeswalker cards from the "Unsupported" category won’t work, because I removed support for "damage to a creature or Planeswalker" and "damage to any target" effects. Now, only "damage to creatures" or "damage to creatures and players" is supported.

In previous CW versions, there were two types of mana-producing cards: MM (manual mana) and normal ones. MM lands required tapping to produce mana, but the AI couldn’t understand how to use them, so they were intended for human players only. The other type triggered at the beginning of each phase or through other effects, automatically choosing a random color.

In the XMAS version, color selection now only happens at the start of the AI's turn.

Planeswalkers reduce my game's framerate to around 15 FPS or lower, especially when I hover the mouse over them. Cards that had "permanent" or "enchantment" text also caused performance issues. I had to clean up the filter for permanent and enchantment cards to prevent gameplay from slowing down when hovering over them.
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby Drachou » 05 Jul 2025, 18:34

You should get a better computer if you can afford it, i have no performance issues if i use planeswalkers in your version (this is unfortunate to create such a beautiful game and calibrate it on a wood computer?). I tried planeswalkers in Xmas, and it worked :D AI just attack planeswalkers with all its creatures, but i think they are still supported somehow? (i will test again, maybe i was on the regular version, but i think i was on Xmas)

I just created a "TERRAMORPHIC_EXPANSE_SCRY_400001" that search a land tapped + scry when it comes into play, and a "TERRAMORPHIC_EXPANSE_UNTAPPED_400000" that search a land that comes untapped into play. It worked like a charm, AI manage them pretty well. I really believe you should think about adding this to your available lands as a work around the AI mana problem, up to you. (needed them because the meta decks im creating right now have multicolor tapped lands that scry 1, and untapped shock multicolors lands)

:)
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby etphonehome » 05 Jul 2025, 22:35

I have 3 main laptops just for fun:

ASUS ROG Zephyrus G14 32GB/1TB SSD/RTX 4060/14"
Asus ROG Strix Scar 15 32GB 1024GB NVIDIA GeForce RTX 3070 Ti
ASUS ROG Flow Z13 2022 Core i9-12900H/16GB/1TB SSD/RTX 3050Ti/13,4" Touch

So, i don't see no wood computer here!!!


Terramorphic Expanse
Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Terramorphic Expanse is a non mana producing land. Never had a problem and never will. AND "TERRAMORPHIC_EXPANSE_349017.xml" is already coded from a long time ago!!!

"I tried planeswalkers in Xmas, and it worked :D AI just attack planeswalkers with all its creatures, but i think they are still supported somehow"

They will work the same on both versions of the game. But, in XMAS version of the game, Planeswalkers are removed from targets, so cards with "any target" or "creature or Planeswalker" won't target Planeswalkers.

As i said before, the purpose of this version, is not to have all available cards and tpye or supertypes from MTG, is to have a pool of both AI and human playable cards, and play a game with decent AI and stupid moves reduced to a minimum!

10 creatures attacking a Planeswalker when i have no defenders and only 1 point of life it's a STUPID MOVE!

Planeswalkers are not a supported card type from this game engine, as Battle cards, as dual or tri-mana producing lands.

DOTP2014 is made in mind just to have mono colored mana producing lands.

If you enchant a Forest, for ex., with an enchantment that say, for example: Enchanted land has "{2}{T} draw a card", you have a bugged effect.

AI will tap the Forest and another land and uses the effect. It will tap the land twice, for mana producing and for draw card effect.

Just to show you that EVERYTHING with the word MANA can turn to be problematic somehow.

If you really want the best of both worlds, you just have to recode all the cards in my version that have the text "any target" or "creature or planeswalker" and recode them to support planeswalkers. Than you'll have a funtional game that supports both. The funtions that support Planesalkers still exist, check CW version to see how the effect is coded...
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby Drachou » 06 Jul 2025, 06:06

Ha sry :D

Yea Terramorphic Expanse is already coded (im copying the code to make the other versions i want), but since i don't know how to make balanced decks, the only solution i have is to go online, and get all the decks of a meta at a precise moment, and recreate the decks. So if i want balance, i need to rebalance the Terramorphic Expanse so it behaves like the multicolor lands the decks im copying are using, so i need the altered version of the card.

I will try to understand planeswalkers code to see what i can do, but i fear it starts to become complicated for me. Give some kind of trample to creatures attacking the planeswalkers so if the damage is higher than the loyalty counters, the difference is dealt to the player? probably not possible but its the only idea that comes to my mind atm. If you have an idea of how to do that for instance, I’d be happy to have your expertise.

Can you tell me, when you code your cards, how do you do it? you use a special editor or something for autocompletion for instance?

Ty :)
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby etphonehome » 06 Jul 2025, 09:52

First, understand the basics of coding (the basics are enough to code cards).

Use Notepad ++ for coding the cards. In language menu select XML programmingg language to highlight and give alerts if XML code is wrong somehow.

Use software dnGrep to search existing cards with similar text and code for examples, to quickly copy paste.

Search effects for splitted text. EX:

When this creature dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.

When this creature dies,
you may exile it.
If you do, search your library for a planeswalker card, put it onto the battlefield,
then shuffle.

Don`t search cards with similar fulltext, split effects to search for text.

The more you code the better you'll get and better understand how code works.

I've improved Vehicles AI behavior. It won't activate if it has summoning sickness and during opponent turn only activates Crew effect if there is an attacking creature. So "no more" useless activations of effect.

Did you try Forge? Forge has ALL MTG cards. If you really like Planeswalkers and other cards that are just adaptations in DOTP14,you shouldtry it.

The AI is only servicable but at least you can play with any card, except BAD AI flagged cards.
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby Drachou » 06 Jul 2025, 11:53

hm, i think there are few exceptions like speedway fanatic (if it crews a vehicle, the vehicle gains haste) that should crew even if summoning sickness :) do you want the info about exceptions like that, or you don't want to go that far into coding?

Nah Forge has bad graphics for me, i prefer dotp 2014.

And for my idea of making creatures attacking a planeswalkers trample their damage to the player, do you think it is at least possible to achieve?
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby etphonehome » 06 Jul 2025, 18:50

Speedway fanatic gives haste to the vehicle, so it doesn't have summoning sickness, so the effect can be activated.

It probably can be achieved. The more code you have in a card to code some efefct ythe more prone it is to cause problems sooner or later.

I didn't look in the coding of Planeswalkers, but is probably a bit complicated. If you track the damage done to Planeswalkers somehow, excess damage can be redirected back to original player.

The best way. is probably to track the amount of power of creatures that attacked a Planeswalker, if the power exceeds the loyalty count number, stop selecting that Planeswalker. It's simpler if you have only one Planeswalker, but if you have 2 or 3 or 4...???
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby Drachou » 07 Jul 2025, 16:02

By the way, did you know you can use Cheat Engine to speed up the game?
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby etphonehome » 07 Jul 2025, 17:53

Yes. I've tried it long time ago because i thought the game was too slow.
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Re: MTG: Duels of the Planeswalkers 2014 (XMAS 2024 EDITION)

Postby Drachou » 07 Jul 2025, 20:29

I am trying to modify the
...\Magic 2014 Xmas\DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\FUNCTIONS\D14_PLW.lol
The function that looks like something good to modify is the following
Code: Select all
PLW_DealDamageToPlaneswalker = function(Source, Target, Amount)
   PLW_SetLastDamageInfo( Target, Source, Amount )
   if PLW_MyPlayerDC(Target:GetController()):Get_Int(PLW_AJANI_STEADFAST_EMBLEM) ~= 0 then
      Amount = 1
   end
   Source:DealDamageTo(Amount, Target)
   if Target:GetCardType():Test(CARD_TYPE_CREATURE) == false then -- if it's a creature, dealing damage doesn't remove counters, and the above function would have handled the triggers.
      MTG():FireTrigger(TRIGGER_SOURCE_DEALS_DAMAGE, Source)
      MTG():FireTrigger(TRIGGER_OBJECT_TAKES_DAMAGE, Target)
      MTG():FireTrigger(TRIGGER_SOURCE_DEALS_DAMAGE_TO_OBJECT, Source)
      Target:RemoveCounters(MTG():GetCountersType("Loyalty"), Amount)
   end
end
but nothing happens in the game even if i remove the function from the code. It looks like it is not called. Can you help me a little bit more on this one plz :D
Where do i have to modify something to see a change?

Ty!
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