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Shadows Over Innistrad - CW Development - Done

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Re: Shadows Over Innistrad - CW Development

Postby Victor » 27 Apr 2016, 11:41

Thanks Xander for all your effort and dedication.
Man, if Stainless Games had one like you or the other coders like RiiakShiNal or thefiremind or sumomole or NeoAnderson, then I am fairly certain their game would have been a smashing success, as you guys have both the knowledge and the heart for it, whereas their coders are just coders and lame ones at that.

Once again thanks Xander, really, really thanks. I wish there was a way to compensate you for your time, dedication and talent.

:D :D
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Re: Shadows Over Innistrad - CW Development

Postby RiiakShiNal » 28 Apr 2016, 00:02

Victor wrote:Once again thanks Xander, really, really thanks. I wish there was a way to compensate you for your time, dedication and talent.
It may not count as much compensation, but you can always click the "Thumbs Up" button on a post to give the author of that post a "Thanks". Xander has quite a few posts so it should be easy to find one to thank him for.

Another way to give compensation is to help out where you can, this community works based on everyone's volunteered time and effort. It doesn't take much to participate and help out, for example one of the important things that can always use the help is with testing cards (which can be done simply by playing with the cards and reporting any problems that come up, the more detail the better) as there are ever increasing interactions to test.
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Re: Shadows Over Innistrad - CW Development

Postby Finnical » 28 Apr 2016, 03:35

Whenever I attempt to investigate the game will crash. Occurred with Bygone Bishop, Thraben Inspector, and Press for Answers.
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Re: Shadows Over Innistrad - CW Development

Postby Xander9009 » 28 Apr 2016, 05:26

Finnical wrote:Whenever I attempt to investigate the game will crash. Occurred with Bygone Bishop, Thraben Inspector, and Press for Answers.
Thank you. Investigate is fixed.

I've tested Declaration in Stone (link), Drownyard Explorers (link), and Erdwal Illuminator (link). They all worked in different combinations the way they should.

*Links provided because the forum doesn't have the auto-highlighting up, yet.
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Re: Shadows Over Innistrad - CW Development

Postby Antarctic » 28 Apr 2016, 16:46

I still have the crash problem with investigate with the card Press for Advantage. Did you update the Drive since your last modifications ? I juste donwloaded the latest version of the .wad files but the problem with investigation is still there.

I will investigate this case further (badum tss) and come back to you asap
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Re: Shadows Over Innistrad - CW Development

Postby Xander9009 » 28 Apr 2016, 17:21

It hadn't repacked since I'd fixed investigate. I just forced it to repack early and it's done uploading.
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Re: Shadows Over Innistrad - CW Development

Postby Finnical » 28 Apr 2016, 23:14

Investigate is now working much better, ty Xander. Such a simple but satisfying mechanic. Can't wait until Tireless Tracker is in.

In a playtest today Just the Wind had no effect, did not test it under madness condition, just hardcast. Eerie Interlude caused all my creatures to be exiled but not returned.

Can confirm Press for Advantage is working as expected.
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Re: Shadows Over Innistrad - CW Development

Postby Xander9009 » 29 Apr 2016, 00:21

Finnical wrote:Investigate is now working much better, ty Xander. Such a simple but satisfying mechanic. Can't wait until Tireless Tracker is in.

In a playtest today Just the Wind had no effect, did not test it under madness condition, just hardcast. Eerie Interlude caused all my creatures to be exiled but not returned.

Can confirm Press for Advantage is working as expected.
Just the Wind and Eerie Interlude should be fixed (in the next update). Both had the same issue: capitalization differences of variables. "target" vs "Target" and "delayDC" vs "DelayDC".

Glad to see investigate is working on your end, now.
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Re: Shadows Over Innistrad - CW Development

Postby Finnical » 29 Apr 2016, 00:36

Confront the Unknown produces a clue but does not give any buff to its target.
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Re: Shadows Over Innistrad - CW Development

Postby Xander9009 » 01 May 2016, 20:02

Finnical wrote:Confront the Unknown produces a clue but does not give any buff to its target.
This was fixed Friday (thank you Riiak for the specs file info), but I forgot to mention it.

In other news, A through O are done. I'm having it repack now, so they'll be available for testing soon. The card I'm most interested to see tested at the moment is Odric, Lunarch Marshal. It was a bit frustrating and fried my brain a bit thanks to menace and skulk, which required all cards with those abilities (or that refer to those abilities) to be recoded. So, it might seem like I only coded 15 cards, but I actually worked on 37. I'll probably take a break until tomorrow.
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Re: Shadows Over Innistrad - CW Development

Postby Finnical » 04 May 2016, 11:41

Tested Odric; All abilities copy as expected except for menace and skulk, which do not copy. Incidentally, I went to "more info" on Insolent Neonate to check what abilities copied exactly and game crashed. It worked fine on a non-menace creature I checked.
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Re: Shadows Over Innistrad - CW Development

Postby MasterXploder7 » 08 May 2016, 06:56

Invocation of Saint Traft doesnt exile the angel - the game crashed after the match ended, unsure why.
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Re: Shadows Over Innistrad - CW Development

Postby Borborigmos » 08 May 2016, 13:34

Nahiri, the Harbinger seems to work fine when you first plus her, but then on the next turn for the opponent, the game crashes.

Also her text box is transparent for some reason.
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Re: Shadows Over Innistrad - CW Development

Postby Antarctic » 08 May 2016, 13:46

Hi,

I tried to code some cards that trigger when you sacrifice a clue (for instance "Ulvenwald Mysteries") but it seems that the subtype "clue" does not exist. Here is what I have for the moment:

<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you sacrifice a Clue, put a 1/1 white Human Soldier creature token onto the battlefield.]]></LOCALISED_TEXT>

<TRIGGER value="SACRIFICE" simple_qualifier="controller">
return TriggerObject():GetCardType():Test(CARD_TYPE_ARTIFACT ) and TriggerObject():GetSubType():Test( ARTIFACT_TYPE_CLUE))
</TRIGGER>

<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_HUMAN_1_1_W_350760", 1, EffectController()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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Re: Shadows Over Innistrad - CW Development

Postby Xander9009 » 08 May 2016, 18:17

MasterXploder7 wrote:Invocation of Saint Traft doesnt exile the angel - the game crashed after the match ended, unsure why.
This may or may not be fixed. I tested it out and it seemed to work, except that it somehow managed to also exile the enchanted creature. I'm not 100% certain how to fix it, but I'll look into it more later.

Antarctic wrote:Hi,

I tried to code some cards that trigger when you sacrifice a clue (for instance "Ulvenwald Mysteries") but it seems that the subtype "clue" does not exist. Here is what I have for the moment:

<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you sacrifice a Clue, put a 1/1 white Human Soldier creature token onto the battlefield.]]></LOCALISED_TEXT>

<TRIGGER value="SACRIFICE" simple_qualifier="controller">
return TriggerObject():GetCardType():Test(CARD_TYPE_ARTIFACT ) and TriggerObject():GetSubType():Test( ARTIFACT_TYPE_CLUE))
</TRIGGER>

<RESOLUTION_TIME_ACTION>
MTG():PutTokensOntoBattlefield( "TOKEN_HUMAN_1_1_W_350760", 1, EffectController()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
Have a look at Fleeting Memories. It's already coded and works properly. Clue is a working subtype in the most updated CW.

Also, you should only check for subtype clue, not that it's an artifact. Theoretically, it'll always be an artifact, but on the off-chance it's not, it shouldn't matter.

EDIT: You've got an extra )
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