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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 00:24

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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 06:41

re: Bloom Tender, I managed to get it to produce green and white when I had a blue, a green, and a white permanent in play, so I think I'm getting closer. I have no idea why it didn't produce the blue though.I've made absolutely no progress and I think it's time somebody that can actually code take a look at it. This is the code I used (I'm testing with only blue, green, and white because they're the only colours of permanents in the deck I'm using it in -- no point coding the other 23 or so combinations before I know it works.)
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="BLOOM_TENDER_MM_CW_158901" />
   <CARDNAME text="BLOOM_TENDER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bloom Tender]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marraine des floraisons]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuidadora de las flores]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Blütenpflegerin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Custode dei Fiori]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[花を手入れする者]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bloom Tender]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Заботливая Садовница]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Guardiã da Florescência]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="158901" />
   <ARTID value="CW158901" />
   <ARTIST name="Chippy" />
   <CASTING_COST cost="{1}{G}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Elf" />
   <SUB_TYPE metaname="Druid" />
   <EXPANSION value="EVE" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: For each color among permanents you control, add one mana of that color to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Pour chaque couleur parmi les permanents que vous contrôlez, ajoutez un mana de cette couleur à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Por cada color entre los permanentes que controlas agrega un maná de ese color a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat für jede Farbe unter den bleibenden Karten, die du kontrollierst, um ein Mana der entsprechenden Farbe.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Per ogni colore tra i permanenti che controlli, aggiungi un mana di quel colore alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたがコントロールするパーマネントの色1つにつき、あなたのマナ・プールにその色のマナ1点を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: For each color among permanents you control, add one mana of that color to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: за каждый цвет среди перманентов под вашим контролем добавьте одну ману того цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Para cada cor entre as permanentes que você controla, adicione um mana daquela cor à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == 1 and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == 1 and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == 1 and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil then
                        RSN_Produce( "{W}{G}{U}", 1 )
                     else
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == 1 and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == nil and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == 1 and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil then
                        RSN_Produce( "{W}{G}", 1 )
                     else
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == 1 and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == 1 and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == nil and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil then
                        RSN_Produce( "{W}{U}", 1 )
                     else
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == nil and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == 1 and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == 1 and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil then
                        RSN_Produce( "{G}{U}", 1 )
                     else
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == 1 and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == nil and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == nil and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil)))))) then
                        RSN_Produce( "{W}", 1 )
                     else
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == nil and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == 1 and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == nil and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil then
                        RSN_Produce( "{U}", 1 )
                     else
         local filter = ClearFilter()
         filter:Add( FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_IS_PERMANENT, true)
         filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
         local count = filter:CountStopAt( 1 )
         if count == nil and
            local filter = ClearFilter()
            filter:Add( FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_IS_PERMANENT, true)
            filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
            local count = filter:CountStopAt( 1 )
            if count == nil and
               local filter = ClearFilter()
               filter:Add( FE_CONTROLLER, OP_IS, EffectController())
               filter:Add(FE_IS_PERMANENT, true)
               filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
               local count = filter:CountStopAt( 1 )
               if count == nil and
                  local filter = ClearFilter()
                  filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                  filter:Add(FE_IS_PERMANENT, true)
                  filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
                  local count = filter:CountStopAt( 1 )
                  if count == 1 and
                     local filter = ClearFilter()
                     filter:Add( FE_CONTROLLER, OP_IS, EffectController())
                     filter:Add(FE_IS_PERMANENT, true)
                     filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
                     local count = filter:CountStopAt( 1 )
                     if count == nil then
                        RSN_Produce( "{G}", 1 )
                  end
               end
            end
         end
      end
                  end
               end
            end
         end
      end
                  end
               end
            end
         end
      end
                  end
               end
            end
         end
      end
                  end
               end
            end
         end
      end
                  end
               end
            end
         end
      end
                  end
               end
            end
         end
      end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
   <AUTHOR><![CDATA[fallenangle]]></AUTHOR>
   <EDITORS><![CDATA[fallenangle, NivMizzet1]]></EDITORS>
   <DATE><![CDATA[11-06-15, 6-10-15]]></DATE>
</CARD_V2>
EDIT: if I have just Bloom Tender in play it produces 1 green, if I have Bloom Tender and a white permanent it produces only 1 white, if I have only blue creatures in play (AI used Mirrorweave on a Drift of Phantasms, lol) it produces 1 blue, and if I have a blue a white and a green in play it produces 1 green and 1 white. (I don't know what happened when I thought it produced a green and white -- I must've produced some mana from with else first)
EDIT: and I just realised I've been testing the original non-MM version, not this.
EDIT: my code does absolutely nothing (i.e. produces no mana), which no doubt doesn't come as a surprise to those of you that can actually code.

Anybody know why Eye of Ugin isn't reducing the cost of colourless Eldrazi?

Is someone going to look into Melira, Sylvok Outcast? Is there some kind of workaround we can use, e.g. look for creatures with persist and don't allow them to get -1/-1 counters?
nivmizzet1
 
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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 14:52

Keep in mind that the thing you're passing to RSN_Produce() is a string. And you can concatenate strings in LUA with "..". So, imagine this code:
Code: Select all
local String1 = "Some"
local String2 = "thing"
local String3 = String1..String2
String3 will be "Something". So, you need to pass either "" or "{W}", plus "" or "{U}", plus "" or "{B}", and so on for red and green. You can simplify that code a LOT by doing something like this (I'm sorry if you're set on doing the code the way you have. I quite honestly saw the method and didn't check the code itself).
Code: Select all
<RESOLUTION_TIME_ACTION>
   local White = ""
   local Blue = ""
   local Black = ""
   local Red = ""
   local Green = ""
   local filter = ClearFilter()
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   filter:Add(FE_IS_PERMANENT, true)
   filter:Add(FE_COLOUR, OP_IS, COLOUR_WHITE)
   if filter:CountStopAt(1) == 1 then
      White = "{W}"
   end
   filter = ClearFilter()
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   filter:Add(FE_IS_PERMANENT, true)
   filter:Add(FE_COLOUR, OP_IS, COLOUR_BLUE)
   if filter:CountStopAt(1) == 1 then
      Blue = "{U}"
   end
   filter = ClearFilter()
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   filter:Add(FE_IS_PERMANENT, true)
   filter:Add(FE_COLOUR, OP_IS, COLOUR_BLACK)
   if filter:CountStopAt(1) == 1 then
      Black = "{B}"
   end
   filter = ClearFilter()
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   filter:Add(FE_IS_PERMANENT, true)
   filter:Add(FE_COLOUR, OP_IS, COLOUR_RED)
   if filter:CountStopAt(1) == 1 then
      Red = "{R}"
   end
   filter = ClearFilter()
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   filter:Add(FE_IS_PERMANENT, true)
   filter:Add(FE_COLOUR, OP_IS, COLOUR_GREEN)
   if filter:CountStopAt(1) == 1 then
      Green = "{G}"
   end
   RSN_Produce(White..Blue..Black..Red..Green, 1)
</RESOLUTION_TIME_ACTION>
To be fair, this could be shortened even more by making a loop.
Code: Select all
<RESOLUTION_TIME_ACTION>
   local Production = ""
   local Colours = {"W", "U", "B", "R", "G"}
   for Colour=COLOUR_WHITE,COLOUR_GREEN do
      local filter = ClearFilter()
      filter:Add(FE_CONTROLLER, OP_IS, EffectController())
      filter:Add(FE_COLOUR, OP_IS, Colour)
      if filter:CountStopAt(1) == 1 then
         Production = Production.."{"..Colours[Colour].."}"
      end
   end
   RSN_Produce(Production, 1)
</RESOLUTION_TIME_ACTION>
The idea here is that COLOUR_WHITE is 1 (if you check the decompiled LOL contents, you can see this). COLOUR_BLUE is 2. So on up to COLOUR_GREEN is 5. So, "for 1,5 do", but it's clear they're the numbers. For each of those colours, if the player controls a permanent of that colour, then add "{colour}" to the Production string. Colours is an array, so Colours[1] is "W", Colours[2] is "U", and so on. At the end, Production will contain "{W}{U}{B}{R}{G}" if the player controlled a permanent of each colour, or it will have skipped adding certain colours if they weren't found.

Note that I didn't add filter:Add(FE_IS_PERMANENT, true). You can. However, since the default zone is the battlefield, and only permanents can be on the battlefield, it shouldn't be necessary and I was trying to keep it as simple as possible. You might have to add it back it.

I was originally checking if Production was blank with "if Production ~= "" then", but RSN_Produce() matches strings surrounded by "{}", so without those, it'll produce nothing anyway, so it didn't matter.

As for Eye of Ugin, I've seen it work before, so I'm not sure what would cause that.

For Melira, I looked at Melira because she wasn't working with Undying. However, I did that with a local copy specifically so I wouldn't affect the CW. I just checked to be sure and she was last modified September 4th, which is correct. I'll look into it now.
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 15:09

Thanks for the detailed explanation Xander.

Xander9009 wrote:(I'm sorry if you're set on doing the code the way you have. I quite honestly saw the method and didn't check the code itself).
Definitely not set on coding it like that, I just want it to work, lol.

I'm going to test your code now.
EDIT: the condensed code didn't work as intended (still only producing 1 mana)

re: Melira, is it possible that it's to do with the way persist is coded on the creatures, because you said things granted persist by Cauldron of Souls were working properly with Melira, and the code for persist looks slightly different for that than Kitchen Finks and Murderous Redcap (only in that adding the counters is in a separate resolution time action to putting on the battlefield). I tried testing this using the Cauldron of Souls persist code on Kitchen Finks and, despite being virtually identical, the ability actually failed completely. I don't know why -- maybe I copied it wrong.
Last edited by nivmizzet1 on 07 Oct 2015, 15:37, edited 1 time in total.
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Re: Community Wad

Postby Chakan » 07 Oct 2015, 15:21

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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 15:31

I've checked Melira (although the post is now deleted, so I imagine you must have already discovered this). It worked fine. Well, as well as it was expected to, in that it worked for everything except Persist (I meant Persist in my last post, not Undying).

The problem with Eye of Ugin is fixed. This will fix the problem someone reported recently with Elvish Archdruid whatever the elf was that was reportedly not working with elves anymore. Apparently, I should be more careful when adding new subtypes. When I added the subtypes Processor and Scion to the SPECS files, it looked perfectly fine in Notepad, which I was using. However, when I opened it in Notepad++ (I suspected it might have been that file since it was the second inexplicable subtype problem), it showed a bunch of gaps.

There are two types of line ending invisible characters. Return and newline. The game can read \r, \n, and \r\n. Notepad will display \n as a newline properly, but it will not display \r as a return (which looks identical as a newline to the user, but different to the computer). For some reason, when I edited the file in notepad, the \r's and \n's somehow got messed up so they were \n\r or something like that. Not that this is different from \r\n. The game registers \r\n as a single line ending character like most programs do. However, it registers \n\r as two separate ones, also like most programs do (because it is a standard thing that when you press enter, the program inserts \r as the return key, and then it sends \n to go to a new line.

So, while it looked fine in notepad, with each subtype on its own line, in notepad++, it was obviously wrong, with lots and lots of blank lines. Once I fixed this so they are ALL properly \r\n between each subtype and the next, it shows correctly in both editors and works in-game.

TL;DR: Notepad is dumb and I should know better than to trust it, but I'm a trusting person and paid the price for it. :P

Melira: I'll look into it again with that in mind.

Horribly Awry: Thanks. It's been added.
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 15:48

Xander9009 wrote:I've checked Melira (although the post is now deleted, so I imagine you must have already discovered this). It worked fine. Well, as well as it was expected to, in that it worked for everything except Persist (I meant Persist in my last post, not Undying).

The problem with Eye of Ugin is fixed. This will fix the problem someone reported recently with Elvish Archdruid whatever the elf was that was reportedly not working with elves anymore. Apparently, I should be more careful when adding new subtypes. When I added the subtypes Processor and Scion to the SPECS files, it looked perfectly fine in Notepad, which I was using. However, when I opened it in Notepad++ (I suspected it might have been that file since it was the second inexplicable subtype problem), it showed a bunch of gaps.

There are two types of line ending invisible characters. Return and newline. The game can read \r, \n, and \r\n. Notepad will display \n as a newline properly, but it will not display \r as a return (which looks identical as a newline to the user, but different to the computer). For some reason, when I edited the file in notepad, the \r's and \n's somehow got messed up so they were \n\r or something like that. Not that this is different from \r\n. The game registers \r\n as a single line ending character like most programs do. However, it registers \n\r as two separate ones, also like most programs do (because it is a standard thing that when you press enter, the program inserts \r as the return key, and then it sends \n to go to a new line.

So, while it looked fine in notepad, with each subtype on its own line, in notepad++, it was obviously wrong, with lots and lots of blank lines. Once I fixed this so they are ALL properly \r\n between each subtype and the next, it shows correctly in both editors and works in-game.

TL;DR: Notepad is dumb and I should know better than to trust it, but I'm a trusting person and paid the price for it. :P

Melira: I'll look into it again with that in mind.

Horribly Awry: Thanks. It's been added.
I've solved Melira (well, in as far as I've found a solution -- don't know the reason the finks and redcap don't work). It DOES have to do with the way persist is coded on those cards. I found that River Kelpies is coded similar to Cauldron of Souls (in that returning to bf and adding counters is in a separate resolution time action), and it in fact works as intended with Melira, so we just have to copy the code from that. EDIT: yep, that worked. I'll add the 'fixed' Murderous Redcap and Kitchen Finks to the CW.

I'm glad you found the problem with Eye of Ugin.

In case you missed my edit above, the second (condensed code) you posted for Bloom Tender doesn't work as intended; it's the same problem -- only producing 1 mana.
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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 16:09

That's awesome news about Melira. I'll see if I can get the code copied from River Kelpie to the other Persist cards.

As for Bloom Tender, I just tested the code I posted, and it worked. Tested with multiple combinations up to and including having a permanent of each color. I'd suggest putting in a MTG():MessageAllPlayers("Test") line to make sure it's actually firing the correct code. It's possible there's a copy interfering or something similar. Note that to test it, all I did was copy your code for the entire card, and then replace the one RTA with the RTA I posted.
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 16:16

Xander9009 wrote:That's awesome news about Melira. I'll see if I can get the code copied from River Kelpie to the other Persist cards.

As for Bloom Tender, I just tested the code I posted, and it worked. Tested with multiple combinations up to and including having a permanent of each color. I'd suggest putting in a MTG():MessageAllPlayers("Test") line to make sure it's actually firing the correct code. It's possible there's a copy interfering or something similar. Note that to test it, all I did was copy your code for the entire card, and then replace the one RTA with the RTA I posted.
I've already added Murderous Redcap and Kitchen Finks, so no need to do them.
EDIT: I see you ninja'd me :P thanks for choosing to keep the copy I edited.

As for Bloom Tender, which code did you use? I did the same as you (replaced the one RTA with the RTA you posted) for the second (condensed) code and it didn't work.
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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 16:24

nivmizzet1 wrote:I've already added Murderous Redcap and Kitchen Finks, so no need to do them.

As for Bloom Tender, which code did you use? I did the same as you (replaced the one RTA with the RTA you posted) for the second (condensed) code and it didn't work.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="BLOOM_TENDER_MM_CW_158901" />
   <CARDNAME text="BLOOM_TENDER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bloom Tender]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marraine des floraisons]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuidadora de las flores]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Blütenpflegerin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Custode dei Fiori]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[花を手入れする者]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bloom Tender]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Заботливая Садовница]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Guardiã da Florescência]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="158901" />
   <ARTID value="CW158901" />
   <ARTIST name="Chippy" />
   <CASTING_COST cost="{1}{G}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Elf" />
   <SUB_TYPE metaname="Druid" />
   <EXPANSION value="EVE" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: For each color among permanents you control, add one mana of that color to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Pour chaque couleur parmi les permanents que vous contrôlez, ajoutez un mana de cette couleur à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Por cada color entre los permanentes que controlas agrega un maná de ese color a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat für jede Farbe unter den bleibenden Karten, die du kontrollierst, um ein Mana der entsprechenden Farbe.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Per ogni colore tra i permanenti che controlli, aggiungi un mana di quel colore alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたがコントロールするパーマネントの色1つにつき、あなたのマナ・プールにその色のマナ1点を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: For each color among permanents you control, add one mana of that color to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: за каждый цвет среди перманентов под вашим контролем добавьте одну ману того цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Para cada cor entre as permanentes que você controla, adicione um mana daquela cor à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local Production = ""
         local Colours = {"W", "U", "B", "R", "G"}
         for Colour=COLOUR_WHITE,COLOUR_GREEN do
            local filter = ClearFilter()
            filter:Add(FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_COLOUR, OP_IS, Colour)
            if filter:CountStopAt(1) == 1 then
               Production = Production.."{"..Colours[Colour].."}"
            end
         end
         RSN_Produce(Production, 1)
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
   <AUTHOR><![CDATA[fallenangle]]></AUTHOR>
   <EDITORS><![CDATA[fallenangle, NivMizzet1]]></EDITORS>
   <DATE><![CDATA[11-06-15, 06-10-15]]></DATE>
</CARD_V2>
Thanks for those two. The rest are now done as well. :)

Obviously, thanks for figuring out the fix to begin with, as well haha.
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 16:39

Xander9009 wrote:
nivmizzet1 wrote:I've already added Murderous Redcap and Kitchen Finks, so no need to do them.

As for Bloom Tender, which code did you use? I did the same as you (replaced the one RTA with the RTA you posted) for the second (condensed) code and it didn't work.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="BLOOM_TENDER_MM_CW_158901" />
   <CARDNAME text="BLOOM_TENDER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bloom Tender]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marraine des floraisons]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuidadora de las flores]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Blütenpflegerin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Custode dei Fiori]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[花を手入れする者]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bloom Tender]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Заботливая Садовница]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Guardiã da Florescência]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="158901" />
   <ARTID value="CW158901" />
   <ARTIST name="Chippy" />
   <CASTING_COST cost="{1}{G}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Elf" />
   <SUB_TYPE metaname="Druid" />
   <EXPANSION value="EVE" />
   <RARITY metaname="R" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: For each color among permanents you control, add one mana of that color to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Pour chaque couleur parmi les permanents que vous contrôlez, ajoutez un mana de cette couleur à votre réserve.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Por cada color entre los permanentes que controlas agrega un maná de ese color a tu reserva de maná.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat für jede Farbe unter den bleibenden Karten, die du kontrollierst, um ein Mana der entsprechenden Farbe.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Per ogni colore tra i permanenti che controlli, aggiungi un mana di quel colore alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたがコントロールするパーマネントの色1つにつき、あなたのマナ・プールにその色のマナ1点を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: For each color among permanents you control, add one mana of that color to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: за каждый цвет среди перманентов под вашим контролем добавьте одну ману того цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Para cada cor entre as permanentes que você controla, adicione um mana daquela cor à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local Production = ""
         local Colours = {"W", "U", "B", "R", "G"}
         for Colour=COLOUR_WHITE,COLOUR_GREEN do
            local filter = ClearFilter()
            filter:Add(FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_COLOUR, OP_IS, Colour)
            if filter:CountStopAt(1) == 1 then
               Production = Production.."{"..Colours[Colour].."}"
            end
         end
         RSN_Produce(Production, 1)
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
   <AUTHOR><![CDATA[fallenangle]]></AUTHOR>
   <EDITORS><![CDATA[fallenangle, NivMizzet1]]></EDITORS>
   <DATE><![CDATA[11-06-15, 06-10-15]]></DATE>
</CARD_V2>
Thanks for those two. The rest are now done as well. :)

Obviously, thanks for figuring out the fix to begin with, as well haha.
Are you sure you got Bloom Tender working? It doesn't seem to be working for me. :(

EDIT: how are you testing it? I'm just doing it in-game (is there any other way?).
Last edited by nivmizzet1 on 07 Oct 2015, 16:42, edited 1 time in total.
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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 16:41

Di you try adding in the MTG():MessageAllPlayers() line? I originally suggested "MTG():MessageAllPlayers("Test")", but "MTG():MessageAllPlayers(Production)" would probably be more useful. If it shows, it's the right code, and it'll show you exactly what it's trying to produce. Put it right above RSN_Produce().
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 16:49

Xander9009 wrote:Di you try adding in the MTG():MessageAllPlayers() line? I originally suggested "MTG():MessageAllPlayers("Test")", but "MTG():MessageAllPlayers(Production)" would probably be more useful. If it shows, it's the right code, and it'll show you exactly what it's trying to produce. Put it right above RSN_Produce().
I added the code, but didn't change anything (is it supposed to show me what was produced, because it was already doing that). This is the code I used (the RTA part of it anyway, showing where I added "MTG():MessageAllPlayers(Production)").
Code: Select all
      <RESOLUTION_TIME_ACTION>
         local Production = ""
         local Colours = {"W", "U", "B", "R", "G"}
         for Colour=COLOUR_WHITE,COLOUR_GREEN do
            local filter = ClearFilter()
            filter:Add(FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_COLOUR, OP_IS, Colour)
            if filter:CountStopAt(1) == 1 then
               Production = Production.."{"..Colours[Colour].."}"
            end
         end
         MTG():MessageAllPlayers(Production)
         RSN_Produce(Production, 1)
      </RESOLUTION_TIME_ACTION>
how are you testing it? I'm just doing it in-game (is there any other way?).
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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 16:55

In-game is the only way I know of. In that case, revert it to "("Test")" instead of "(Production)". If it still doesn't show anything, then the next step is to remove the entire section of code leaving ONLY the message.

The thing that shows you the produced mana normally IS a message. However, this one is supposed to show just the colors, no other text. For instance, if you have a white and green permanent out, it should who "{W}{G}" and nothing else in that message. It should THEN be followed up by the normal mana pool message. If you don't get the "Test" showing, then the code isn't executing to that point (and can't be producing mana). To be 100% sure, removing the rest of that RTA so it reads just
Code: Select all
<RESOLUTION_TIME_ACTION>
  MTG():MessageAllPlayers("Test")
</RESOLUTION_TIME_ACTION>
will make it so that the card shouldn't be doing ANYTHING in that RTA except showing a message. If it still produces 1 mana and shows no message, it is absolutely definitely not using that card's code. There is another copy somewhere overriding your code.
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 17:51

Xander9009 wrote:In-game is the only way I know of. In that case, revert it to "("Test")" instead of "(Production)". If it still doesn't show anything, then the next step is to remove the entire section of code leaving ONLY the message.

The thing that shows you the produced mana normally IS a message. However, this one is supposed to show just the colors, no other text. For instance, if you have a white and green permanent out, it should who "{W}{G}" and nothing else in that message. It should THEN be followed up by the normal mana pool message. If you don't get the "Test" showing, then the code isn't executing to that point (and can't be producing mana). To be 100% sure, removing the rest of that RTA so it reads just
Code: Select all
<RESOLUTION_TIME_ACTION>
  MTG():MessageAllPlayers("Test")
</RESOLUTION_TIME_ACTION>
will make it so that the card shouldn't be doing ANYTHING in that RTA except showing a message. If it still produces 1 mana and shows no message, it is absolutely definitely not using that card's code. There is another copy somewhere overriding your code.
OMG! I just realised that for some reason I switched the card in the deck back to the non-MM version!! Doh! #-o #-o #-o
Sorry about that.

EDIT: your code is working beautifully! Thanks!
Last edited by nivmizzet1 on 07 Oct 2015, 17:56, edited 1 time in total.
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