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2014




Community Wad
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Re: Community Wad
by Xander9009 » 05 Sep 2015, 04:40
Fixed. Not sure precisely why it wasn't working, but I reworked its trigger to be better.nachonal986 wrote:not working, if you put a creature into the battlefield, and you don't attack, you can't end the turn.Xander9009 wrote:Should be, yes.nachonal986 wrote:Thks Xander, question: curse of shallow graves is fixed?
Sorry. Scion of Darkness ported code from a previous game. It should work now (but it hasn't been tested).
EDIT: Someone told me that Conspiracy wasn't working for them, but it seems to be working as expected for me. Whoever it was, can you test once more and elaborate?
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Xander9009 - Programmer
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Re: Community Wad
by MasterXploder7 » 05 Sep 2015, 21:26
[lua] [string "RUTHLESS_RIPPER_CW_386643_TITLE (RESOLUTION_TIME_ACTION)~0x0000..."]:13: '<eof>' expected near 'end'
This error is new to me. --- Ruthless Ripper.
This error is new to me. --- Ruthless Ripper.
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Re: Community Wad
by Xander9009 » 05 Sep 2015, 21:39
Fixed. This is the error you get when you have something like this:MasterXploder7 wrote:[lua] [string "RUTHLESS_RIPPER_CW_386643_TITLE (RESOLUTION_TIME_ACTION)~0x0000..."]:13: '<eof>' expected near 'end'
This error is new to me. --- Ruthless Ripper.
- Code: Select all
<RESOLUTION_TIME_ACTION>
if this is true then
do this
end
end
</RESOLUTION_TIME_ACTION>
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Re: Community Wad
by MasterXploder7 » 06 Sep 2015, 03:57
Thopter Spy Network requires 2 artifacts instead of 1 it seems
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Re: Community Wad
by Xander9009 » 06 Sep 2015, 04:08
Fixed.MasterXploder7 wrote:Thopter Spy Network requires 2 artifacts instead of 1 it seems
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Re: Community Wad
by Xander9009 » 06 Sep 2015, 23:03
Alright, guys. I mentioned last week or so when I was working on all of the tokens' art files that I was hoping to make a set of functions for producing random tokens rather than a specific one. I've finished the functions and they're tested and working. There are currently only fourcards that use this new function. Sporemound, Rotlung Reanimator, Xathrid Necromancer, and Sigil of the Empty Throne.
Anything with the latter three will immediately start producing tokens with different art. Sporemound, however, was not in the CW, so anything that has that card will be unaffected. Only decks made after this next repack using the newly available copy in the CW will produce variants of the Saproling art.
I've already got a deck, Transcension, that uses Sigil of the Empty Throne. I've just added two new decks whose sole purpose is to produce lots of zombies and lots of saprolings using the affected token-making cards. They're called Zombie Apocalypse and Walking Woods, and their card lists can be found here. I'll probably remove these decks before too long, they're just there as a way to easily see the new function in action. (Remember, the Walking Woods deck, which uses the new Sporemound, won't work until the repack.)
I've also added a few other decks recently, but that's unrelated.
Anything with the latter three will immediately start producing tokens with different art. Sporemound, however, was not in the CW, so anything that has that card will be unaffected. Only decks made after this next repack using the newly available copy in the CW will produce variants of the Saproling art.
I've already got a deck, Transcension, that uses Sigil of the Empty Throne. I've just added two new decks whose sole purpose is to produce lots of zombies and lots of saprolings using the affected token-making cards. They're called Zombie Apocalypse and Walking Woods, and their card lists can be found here. I'll probably remove these decks before too long, they're just there as a way to easily see the new function in action. (Remember, the Walking Woods deck, which uses the new Sporemound, won't work until the repack.)
I've also added a few other decks recently, but that's unrelated.
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Re: Community Wad
by StoneyTheBear » 07 Sep 2015, 02:51
Any hope of this card being fixed to drain life correctly?Xander9009 wrote:Not sure what's wrong with Blood-Chin FanaticStoneyTheBear wrote:Blood-Chin Fanatic
Most of the mechanic is working. The problem lies in that only a creatures base power is being used. Not using the creatures current power at the time.
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Re: Community Wad
by Xander9009 » 07 Sep 2015, 04:55
Just fixed Blood-Chin Fanatic. I couldn't figure out before how it was supposed to be getting the creature's base power rather than its current power. The answer is: it wasn't. It was getting its toughness. Whenever you saw the bug, the creature's base power was probably equal to its current toughness, and so when you gained life equal to its toughness, you thought it was the base power being processed. That's my best guess, at least. Either way, it was erroneously set to toughness instead of power, and I've just fixed that.
Nahiri, the Lithomancer was noted as bugged awhile back. She didn't offer to attach an equipment to the created token. Fixed.
Oath of Druids was bugged as well. It chose a seemingly random creature rather than the first one, and milled more cards than it should have. I've reworked the loop so it is much simpler and doesn't perplexingly ignore multiple creatures.
The Great Aurora - fallenangle and RiiakShiNal got this one fixed and I've tested it. It's working perfectly now.
Den Protector - A mixup between TriggerObject() and EffectSource() may have been preventing his first ability from working properly.
Nissa, Vastwood Seer//Nissa, Sage Animist - Partly. She should no longer have issues with re-entering the battlefield from exile, the graveyard, or anywhere else when you play your 7th+ land.
Cloudstone Curio - Was triggering upon ANYTHING entering the battlefield, which included Manual Mana tokens. Also corrected it so planeswalkers and enchantments don't allow you to return each other.
Cards not yet fixed:
Ghastly Conscription - Cards were being exiled face-down and then nothing else happened. Now, they're manifested, but under their owner's control. I'm not sure what's going on here.
Melira, Sylvok Outcast - Lingering Tormenter will return with a -1/-1 counter. Couldron of Souls can grant Melira herself or other creatures persist, however, and they will return properly with no -1/-1 counters. I have no idea why.
Day's Undoing - May cause the following turn's combat phase to be skipped. I need some confirmation on this, has anyone seen it happen?
Nissa, Vastwood Seer//Nissa, Sage Animist - Apparently can occasionally come into play (if she's been out before) with too many counters. This one could also use some confimration.
Talent of the Telepath - The Spell Mastery ability might be having problems. Another one I'd like someone else to confirm if they have a chance.
The other Origins Planeswalkers may also be having issues. fallenangle pointed out that they remain legendary when they transform. I haven't experienced this, but even if I did, we can't clear supertypes, apparently, so there's not much to be done about it.
These are ALL of the cards I'm aware of that don't work properly (except Whisperwood Elemental. We'll pretend he doesn't exist...). So, if you know of one I've missed, let me know.
Nahiri, the Lithomancer was noted as bugged awhile back. She didn't offer to attach an equipment to the created token. Fixed.
Oath of Druids was bugged as well. It chose a seemingly random creature rather than the first one, and milled more cards than it should have. I've reworked the loop so it is much simpler and doesn't perplexingly ignore multiple creatures.
The Great Aurora - fallenangle and RiiakShiNal got this one fixed and I've tested it. It's working perfectly now.
Den Protector - A mixup between TriggerObject() and EffectSource() may have been preventing his first ability from working properly.
Nissa, Vastwood Seer//Nissa, Sage Animist - Partly. She should no longer have issues with re-entering the battlefield from exile, the graveyard, or anywhere else when you play your 7th+ land.
Cloudstone Curio - Was triggering upon ANYTHING entering the battlefield, which included Manual Mana tokens. Also corrected it so planeswalkers and enchantments don't allow you to return each other.
Cards not yet fixed:
Ghastly Conscription - Cards were being exiled face-down and then nothing else happened. Now, they're manifested, but under their owner's control. I'm not sure what's going on here.
Melira, Sylvok Outcast - Lingering Tormenter will return with a -1/-1 counter. Couldron of Souls can grant Melira herself or other creatures persist, however, and they will return properly with no -1/-1 counters. I have no idea why.
Day's Undoing - May cause the following turn's combat phase to be skipped. I need some confirmation on this, has anyone seen it happen?
Nissa, Vastwood Seer//Nissa, Sage Animist - Apparently can occasionally come into play (if she's been out before) with too many counters. This one could also use some confimration.
Talent of the Telepath - The Spell Mastery ability might be having problems. Another one I'd like someone else to confirm if they have a chance.
The other Origins Planeswalkers may also be having issues. fallenangle pointed out that they remain legendary when they transform. I haven't experienced this, but even if I did, we can't clear supertypes, apparently, so there's not much to be done about it.
These are ALL of the cards I'm aware of that don't work properly (except Whisperwood Elemental. We'll pretend he doesn't exist...). So, if you know of one I've missed, let me know.
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Re: Community Wad
by nivmizzet1 » 07 Sep 2015, 05:28
Cabal Therapy doesn't reveal opponents hand after discard. I looked at the code and it looks like there is some code to reveal hand, but it's not working.Xander9009 wrote:
These are ALL of the cards I'm aware of that don't work properly (except Whisperwood Elemental. We'll pretend he doesn't exist...). So, if you know of one I've missed, let me know.
- Code: Select all
<RESOLUTION_TIME_ACTION>
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target_player ~= nil then
target_player:RevealHand()
end
</RESOLUTION_TIME_ACTION>
I had a look at the code for both these but I can't figure out how to fix them.
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Re: Community Wad
by Xander9009 » 07 Sep 2015, 05:43
Ironically, I'm LITERALLY fixing these right now. I was just coming on the forum to see if I can find someone talking about RevealHand() because it doesn't seem to always want to work, and I don't know why. I fixed Goblin Guide by setting it GuidedReveal. But for Cabal Therapy, you're likely to want to look at the cards for a moment, and so that's not as good of a solution. With just one card, just catching the title is probably enough, but not for a stream of cards... The only other solution I can think of is to write my own function for revealing a card, chest, or zone and make each player (or the set player) "choose" from that set, but not give them the ability to actually do so (make them "choose" 'up to 1' scheme or some-such impossible choice). It would have the same result, and if it's in its own function, it would be just as easy to use. Unfortunately, I feel like it should work just by calling Player:RevealHand(). And I know the function something works because Fertile Imagination uses it and I tested it. It works on that card (and many others). I'm not cure why it doesn't for Cabal Therapy.nivmizzet1 wrote:Cabal Therapy doesn't reveal opponents hand after discard. I looked at the code and it looks like there is some code to reveal hand, but it's not working.Xander9009 wrote:
These are ALL of the cards I'm aware of that don't work properly (except Whisperwood Elemental. We'll pretend he doesn't exist...). So, if you know of one I've missed, let me know.Goblin Guide doesn't reveal non-land cards to attacking player (or is it defending player? I can't remember).
- Code: Select all
<RESOLUTION_TIME_ACTION>
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target_player ~= nil then
target_player:RevealHand()
end
</RESOLUTION_TIME_ACTION>
I had a look at the code for both these but I can't figure out how to fix them.
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Xander9009 - Programmer
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Re: Community Wad
by Xander9009 » 07 Sep 2015, 06:17
Cabal Therapy - I finally narrowed down the problem. For whatever reason, the game simply can't handle RevealHand() being called in the same ability block as ChooseItemFromDC. It most likely affects other ChooseItem type functions, too. It can seemingly handle revealing before choosing, but not after. I managed to work around it by putting the reveal in a delayed trigger. So, both Goblin Guide and Cabal Therapy will work after the next repack.
I've also corrected Pandemonium.
I've also corrected Pandemonium.
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Re: Community Wad
by zhupiter » 07 Sep 2015, 07:40
Chandra, Fire of Kaladesh :
1.I use anything to deal 3 damage (other creatures attack,use spells deal 3 damage to a player or even a creature),use her ability,then she is transformed.
2.After transforming,I can use her ability for any times
1.I use anything to deal 3 damage (other creatures attack,use spells deal 3 damage to a player or even a creature),use her ability,then she is transformed.
2.After transforming,I can use her ability for any times
Re: Community Wad
by fallenangle » 07 Sep 2015, 14:35
I'm pretty sure that the problem with Chandra is that the SOURCE_DEALS_DAMAGE Trigger doesn't have a "simple_qualifier = self" line, so the damage is incremented when ANYTHING deals damage, not just Chandra. This is my fault for not being more careful in coding it. I apologize.
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Re: Community Wad
by Xander9009 » 07 Sep 2015, 17:56
That's where I thought the issue was, too. I added it, but I haven't yet tested it just to be certain.
EDIT: Tested and working. I'll see about figuring out why her abilities are activable repeatedly.
EDIT2: Also, just an update. I've made a function to make filters that look for swamps return either swamps or all lands based on whether or not there's an Urborg, Tomb of Yawgmoth or Blanket of Night in play. There are apparently 83 cards to fix, and it's mostly just a copy/paste job, so it should theoretically be working fully soon.
EDIT: Tested and working. I'll see about figuring out why her abilities are activable repeatedly.
EDIT2: Also, just an update. I've made a function to make filters that look for swamps return either swamps or all lands based on whether or not there's an Urborg, Tomb of Yawgmoth or Blanket of Night in play. There are apparently 83 cards to fix, and it's mostly just a copy/paste job, so it should theoretically be working fully soon.
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Xander9009 - Programmer
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Re: Community Wad
by Xander9009 » 07 Sep 2015, 21:20
All of these have been coded except for Dark Imposter and Lake of the Dead. They'll be available in the next repack.MasterXploder7 wrote:Im assuming that it is impossible to give Urborg the land type "swamp"? because if it were the case then it could activate the Dragon's Skull Summit ability. the only one it really wouldnt cause activation with is Cabal Coffers.
Could we Add Lake of the Dead - Stone Idol Trap - Baneful Omen - Hellion Eruption - Thought Gorger - Fiend of the Shadows - Deranged Outcast - Dark Impostor - Gloom Surgeon - Lunar Mystic - and Lone Revenant if they are possible or havent been added already?
I was on Mythic spoiler and saw these and thought they would be fun for everyone, it would be greatly appreciated if people would create them!
Dark Imposter is not possible and Lake of the Dead was already done by migookman.
Please let me know if they have any problems.
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Xander9009 - Programmer
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