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Re: Community Wad

Postby Xander9009 » 07 Oct 2015, 17:53

nivmizzet1 wrote:
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.
Been there; done that. lol
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Re: Community Wad

Postby nivmizzet1 » 07 Oct 2015, 19:44

Xander9009 wrote:...
In case you missed my edit in the last post:
Your code is working beautifully! Thanks! =D>
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Re: Community Wad

Postby fallenangle » 08 Oct 2015, 02:54

The three BFZ Planeswalkers are missing the code that creates the manager. I know they had it before, but I don't know what happened to it.

Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         PLW_CreateUniqueTokenForEachPlayer("_MANAGER_PLANESWALKERS", "_MANAGER_PLANESWALKERS")
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
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Re: Community Wad

Postby Xander9009 » 08 Oct 2015, 04:33

fallenangle wrote:The three BFZ Planeswalkers are missing the code that creates the manager. I know they had it before, but I don't know what happened to it.

Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         PLW_CreateUniqueTokenForEachPlayer("_MANAGER_PLANESWALKERS", "_MANAGER_PLANESWALKERS")
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
No clue what happened to the code. I know I didn't modify them when I added them to the CW. I'll get the code added to them.

EDIT: Done.
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Re: Community Wad

Postby nivmizzet1 » 08 Oct 2015, 10:45

[lua] [string "FREED_FROM_THE_REAL_CW_87336_TITLE (RESOLUTION_TIME_ACTION)~0x000007ef"]:2: attempt to index a nil value
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Re: Community Wad

Postby Xander9009 » 08 Oct 2015, 11:27

Frankly, I have no idea how it could throw that error. Everything is already checked for nil before being used... Still, I've changed it a bit, so hopefully it won't happen again.
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Re: Community Wad

Postby Chakan » 08 Oct 2015, 19:40

Does anyone know why the Slivers from the D14/E14 wads have stopped functioning properly? Slivers like Striking Sliver aren't even giving buffs to themselves.

Huh, I deleted the SPECS file I had because I thought the CW takes care of creature type stuff, but it affected my game when I deleted the file I had in DATA_DLC_DECK_BUILDER_CUSTOM folder. So I dunno. I put it back in and things are fine now.

Here's artwork for Lantern Scout if it hasn't been included yet.

http://pasteboard.co/1emPyBNN.png
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Re: Community Wad

Postby Xander9009 » 08 Oct 2015, 22:58

Chakan wrote:Does anyone know why the Slivers from the D14/E14 wads have stopped functioning properly? Slivers like Striking Sliver aren't even giving buffs to themselves.

Huh, I deleted the SPECS file I had because I thought the CW takes care of creature type stuff, but it affected my game when I deleted the file I had in DATA_DLC_DECK_BUILDER_CUSTOM folder. So I dunno. I put it back in and things are fine now.

Here's artwork for Lantern Scout if it hasn't been included yet.

http://pasteboard.co/1emPyBNN.png
viewtopic.php?f=109&t=15783&start=1290#p187041
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Re: Community Wad

Postby fallenangle » 08 Oct 2015, 23:14

You should check that all cards with Devoid have the "Active zone ANY" line in the first STATIC_ABILITY tag so that they work properly in all zones. I just tested Eldrazi Skyspawner, and it was missing this tag.
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Re: Community Wad

Postby Xander9009 » 08 Oct 2015, 23:38

fallenangle wrote:You should check that all cards with Devoid have the "Active zone ANY" line in the first STATIC_ABILITY tag so that they work properly in all zones. I just tested Eldrazi Skyspawner, and it was missing this tag.
Will do. I didn't think about it. I just set the ability up in the generator plugin and devoid was done automatically for all of the cards I made.
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Re: Community Wad

Postby nivmizzet1 » 09 Oct 2015, 13:28

Xander9009 wrote: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>
It seems you didn't add the fixed Bloom Tender to the CW, so I've done it. I put the "edited by" as me, although I really didn't do anything except copy and paste your code. If you want to add your name to it I have no complaints whatsoever.
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Re: Community Wad

Postby Xander9009 » 09 Oct 2015, 14:17

Sorry about that. I didn't add it because I wasn't really thinking about it. You asked for help with the code, so that's all I was really focused on. I don't care if my name's on that, so it's fine as-is.
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Re: Community Wad

Postby Chakan » 09 Oct 2015, 15:22

Hixus, Prison Warden doesn't work properly. A creature dealt combat damage to me and I cast it, but the creature was not exiled.
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Re: Community Wad

Postby Xander9009 » 09 Oct 2015, 15:37

I assume you cast it /before/ the damage was dealt? It won't work (and isn't supposed to) unless it's on the battlefield when the damage is dealt.
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Re: Community Wad

Postby Chakan » 09 Oct 2015, 15:38

It says if it entered the battlefield this turn, the creature is exiled. It shouldn't matter when it entered, just as long as it did enter. There's nothing really stating that it should enter before or after you take damage. I dunno, it just seems like it should work in both scenarios. But if you say it only works as you describe, then OK. Wouldn't be the first time I misinterpreted something. :P
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