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2014




(Tejahn) Manifest Cards
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Re: (Tejahn) Manifest Cards
by Kithkin » 15 Mar 2015, 21:44
There is only one card in the manifest.zip, right? Soul Summons.
Well, it doesn't work for me.
I've included the card into a deck. Courser of Kruphix revealed Elvish Mystic on top of the library. I cast Soul Summons. Nothing. Soul Summons to the graveyard, Elvish Mystic still on top of the library. Concede. Crash to desktop.
Well, it doesn't work for me.
I've included the card into a deck. Courser of Kruphix revealed Elvish Mystic on top of the library. I cast Soul Summons. Nothing. Soul Summons to the graveyard, Elvish Mystic still on top of the library. Concede. Crash to desktop.
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Re: (Tejahn) Manifest Cards
by Xander9009 » 15 Mar 2015, 22:45
This is probably because I forgot to mention this requires a few things. It requires Neo's Morph Characteristics lol file, and RSN's ObjectDC functions and charcteristics functions.
Here's an updated version of the file. It should contain everything needed for the file to be tested in a completely fresh game folder (including the dll). All of this can also be achieved by having the CW, of course. Also, I've included my test card and a deck which uses that test card so you should be able to drop these in a fresh game folder, run the game, and test immediately.
One bug I just noticed while checking the exact file list needed for the card to function is that it can't be copied. If the spell is copied, the copy will have no effect. I'm not sure how to handle that except to transfer everything to a manager token. Theoretically, that should solve the problem.
Here's an updated version of the file. It should contain everything needed for the file to be tested in a completely fresh game folder (including the dll). All of this can also be achieved by having the CW, of course. Also, I've included my test card and a deck which uses that test card so you should be able to drop these in a fresh game folder, run the game, and test immediately.
One bug I just noticed while checking the exact file list needed for the card to function is that it can't be copied. If the spell is copied, the copy will have no effect. I'm not sure how to handle that except to transfer everything to a manager token. Theoretically, that should solve the problem.
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Manifest.zip
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Re: (Tejahn) Manifest Cards
by Kithkin » 16 Mar 2015, 17:09
Well, it works. Sort of. I never managed to manifest the creature card. And sometimes Soul Summons crashed the game. Maybe the creature card is the culprit?
But your test card is awesome.
But your test card is awesome.

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Re: (Tejahn) Manifest Cards
by Xander9009 » 16 Mar 2015, 18:15
Was this with the test deck I supplied? I ask because if so, then the crashing is definitely related to EITHER Soul Summons or the mana from the Favor of the Gods. If it was with a different set of cards, then it's possible it's those other cards at fault. I haven't experienced any crashed, so I'm not sure what would cause them. I tested this both with the CW installed and in a fresh game folder with no other mods. Both worked. Maybe Tejahn will have a chance to test and give us another perspective.
As for the test card, thank you
It took a lot of work. Unfortunately, there are a few bits that don't work how I want, but 95% of the abilities work perfectly and making testing SO much easier haha.
As for the test card, thank you

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Re: (Tejahn) Manifest Cards
by Tejahn » 16 Mar 2015, 19:35
I'll provided feedback later on this evening when get back home. I'm sure you've done an excellent job! I've received nothing but the highest quality works and advice from you.
Re: (Tejahn) Manifest Cards
by Kithkin » 17 Mar 2015, 01:09
Yes, with your test deck. And yes, with free mana. And in a fresh folder.Xander9009 wrote:Was this with the test deck I supplied? I ask because if so, then the crashing is definitely related to EITHER Soul Summons or the mana from the Favor of the Gods. If it was with a different set of cards, then it's possible it's those other cards at fault. I haven't experienced any crashed, so I'm not sure what would cause them. I tested this both with the CW installed and in a fresh game folder with no other mods. Both worked. Maybe Tejahn will have a chance to test and give us another perspective.
I did another test. This time I used land cards for mana. And I finally managed to manifest the creature card by moving any other card to my hand first, thanks to your test card.
General question regarding Manifest: A creature card loses its ETB abilities when manifested (and turned face-up), right?
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Re: (Tejahn) Manifest Cards
by Xander9009 » 17 Mar 2015, 01:19
What do you mean by moving everything else to your hand? Everything on the battlefield? That's an odd issue.
Yes, ETB triggers should NOT fire because it doesn't enter the battlefield as whatever is on the front of the card, but rather as a face-down creature with no name or abilities. And turning face-up is not entering the battlefield, so they shouldn't fire then, either.
Yes, ETB triggers should NOT fire because it doesn't enter the battlefield as whatever is on the front of the card, but rather as a face-down creature with no name or abilities. And turning face-up is not entering the battlefield, so they shouldn't fire then, either.
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Re: (Tejahn) Manifest Cards
by Kithkin » 17 Mar 2015, 01:22
One of the options on your test card is moving cards from your library to your hand.Xander9009 wrote:What do you mean by moving everything else to your hand? Everything on the battlefield? That's an odd issue.
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Re: (Tejahn) Manifest Cards
by Xander9009 » 17 Mar 2015, 01:25
Ah, everything from the library (the card can do both). The thing that is manifested should not need to actually be a creature. It can be an enchantment, artifact, instant, land, sorcery, planeswalker, anything at all. That's how it's supposed to work, at least. Whether or not it's doing what it should for you is another matter entirely. So when you manifest, it only works if the top card is a creature? (Note, the top card is the left-most card when you select cards to move to your hand from your library. Just don't select anything and click finish.)
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Re: (Tejahn) Manifest Cards
by Kithkin » 17 Mar 2015, 01:36
Yes, I know, that it could be any card. In my first test I managed to manifest every card BUT the creature. I thought there would be a relation between the crashes and the creature. But apparently it's the free mana.
BTW, most of the times the game crashes when I CONCEDE, but that's probably a different story.
BTW, most of the times the game crashes when I CONCEDE, but that's probably a different story.
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Re: (Tejahn) Manifest Cards
by Xander9009 » 17 Mar 2015, 01:39
Ah, I understand now. The manual mana on the test card is definitely registered. So, I honestly don't know why it causes you to crash. At least the manifest ability seems to be working, though 

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Re: (Tejahn) Manifest Cards
by Tejahn » 18 Mar 2015, 02:59
Xander9009, when you have the manifest cards ready enough to your liking let me know and we can release the set. I tested the deck and card you provided but I couldn't get it to work despite moving all XMLs and such to a folder.
Re: (Tejahn) Manifest Cards
by Xander9009 » 18 Mar 2015, 03:03
Tomorrow I'll try releasing a wad instead. I want to get it so at least the three of us can all use it correctly before coding the others.
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Re: (Tejahn) Manifest Cards
by Xander9009 » 18 Mar 2015, 19:35
Alright, here's a packed version with everything needed. It includes the dll, the three RSN wads needed, the content pack enabler, and the deck (which has no picture or other information). Let me know if this works for you.
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Manifest.zip
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Re: (Tejahn) Manifest Cards
by Tejahn » 19 Mar 2015, 15:52
I tested the new .zip and still it doesn't work properly. But that may be because I have a lot of personal functions and such. If you declare it works then I know it does. You can proceed to code the remaining carfs. And I made an announcement concerning the official release date for the set. Thanks for everything!
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