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Re: Community Wad - Updated Dec-12-15

Postby MasterXploder7 » 18 Dec 2015, 02:39

is there a plan for the Oath of the Gatekeeper set? i know they are introducing a new land type so i was curious if the possibility of playing Kozilek with the Wastes lands
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Re: Community Wad - Updated Dec-12-15

Postby Xander9009 » 18 Dec 2015, 02:45

The new lands will be relatively simple. The tricky bit will be making the cards that require the newly important colorless mana to only accept that. I'm thinking that because of how they work, it may be enough to simply give them an availability related to how much colorless mana they have available at the moment. The problem here is that any colorless mana is supposed to be able to pay for them, but all current functions that check available colorless mana will probably count colored mana as well, since colored mana has always in the past been usable for any colorless mana requirements.

However, a simple function which subtracts the amount of colored mana the player can afford from the amount of colorless mana should suffice. Since it's nothing more than a new symbol and "basic" land (but not a "basic land type") for colorless mana, it should be doable. This is my understanding of it based on the conversations on FB involving reps from Wizards. If someone knows more about them or more specifically about them, that would be helpful.

EDIT: I should note that while I will be more than happy to code cards, I currently have virtually no intention of messing with art. I will, however, post a tutorial for exactly what is needed for a high-quality art to be added to the CW by anyone.
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Re: Community Wad - Updated Dec-12-15

Postby nivmizzet1 » 18 Dec 2015, 07:39

Xander9009 wrote:Then you should link me to both of them. The one with 5881 shouldn't exist.
https://drive.google.com/drive/folders/0B-cZn2P5m-lYQjRER2cxZWRVM2M

https://drive.google.com/drive/folders/0B-cZn2P5m-lYRXJBQ2NEQjFTOFE
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Re: Community Wad - Updated Dec-12-15

Postby temtira » 18 Dec 2015, 08:32

I think I found a bug with Vines of Vastwood: when casted with the kicker effect, the target creature doesn't get Hexproof. I discovered this bug when I cast Vines of Vastwood in response to a Galvanic Blast on my Blighted Agent, and what happened was that my creature received the +4/+4 kicker effect, but then took 2 damage from the Galvanic Blast.

I took a look at the code for VINES_OF_VASTWOOD_CW_177571.xml and added a line of code which seems to have fixed the issue (the second instance of the "BADGE_HEXPROOF" line is added by me):

Code: Select all
      <CONTINUOUS_ACTION layer="8">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
            target:GetCurrentCharacteristics():Badge_Set( BADGE_HEXPROOF )
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="7C">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil and EffectDC():Get_Int(2) == 1 then
            local characteristics = target:GetCurrentCharacteristics()
            characteristics:Power_Add( 4 )
            characteristics:Toughness_Add( 4 )
            target:GetCurrentCharacteristics():Badge_Set( BADGE_HEXPROOF )
         end
      </CONTINUOUS_ACTION>
It would be nice to get confirmation that this was indeed a bug, and whether or not the code is now fixed. Meanwhile I'll keep a lookout for any other possible bugs. Awesome job on the mod btw! Totally satisfies my thirst for Magic the Gathering :)
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Re: Community Wad - Updated Dec-12-15

Postby MasterXploder7 » 18 Dec 2015, 09:41

Huntmaster of the Fells doesnt produce a 2/2 wolf token but it does give 2 life

Garruk Relentless doesnt transform, but it undergoes an infinite number of resolution time actions (it does the little spinny spinny thingy as though an ability were activating but it just keeps doing it)
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Re: Community Wad - Updated Dec-12-15

Postby RiiakShiNal » 18 Dec 2015, 12:19

Just a couple of notes on the code posted for Vines of Vastwood.

To add a characteristic to a card you use
Code: Select all
target:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_HEXPROOF )
Not this (which only adds the badge and not the characteristic):
Code: Select all
target:GetCurrentCharacteristics():Badge_Set( BADGE_HEXPROOF )
When a card adds abilities (even static abilities) to another card that is supposed to happen on layer 6 (not layer 8 ). Otherwise it will not work properly with some other functions/effects like Turn to Frog (LoseAllAbilities()).
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Re: Community Wad - Updated Dec-12-15

Postby Xander9009 » 18 Dec 2015, 16:01

Vines of Vastwood was done by sumomole. It looks like the badge was used because the hexproof ability was being handled manually for some reason. It creates a delayed trigger with the target stored in cardptr0 that looks like this:

Code: Select all
<TRIGGERED_ABILITY resource_id="1" replacement_effect="1">
   <CLEANUP simple_cleanup="EndOfTurn" />
   <TRIGGER value="CARD_CONSIDERED_FOR_TARGETTING" pre_trigger="1">
      if SecondaryObject()~= nil and TriggerObject()~= nil then
         if SecondaryObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject() == EffectDC():Get_CardPtr(0) then
            return true
         end
      end
      return false
   </TRIGGER>
</TRIGGERED_ABILITY>
I'm not sure why, though. I've disabled it in preference of simply adding hexproof properly. However, given that sumomole tends to know his stuff, I haven't erased it in case it needs re-enabled.

EDIT: That also explains the placement of the badge. It was where a layer 6 ability would logically be placed, but it was changed to a layer 8 badge when the manual hexproofing was added.
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Re: Community Wad - Updated Dec-12-15

Postby Xander9009 » 18 Dec 2015, 16:05

nivmizzet1 wrote:
Xander9009 wrote:Then you should link me to both of them. The one with 5881 shouldn't exist.
https://drive.google.com/drive/folders/0B-cZn2P5m-lYQjRER2cxZWRVM2M

https://drive.google.com/drive/folders/0B-cZn2P5m-lYRXJBQ2NEQjFTOFE
One of those is owned by Xander Alexander (my account on Google Drive), but its history shows that the only major actions performed were me deleting hundreds of files at a time (probably deleting the entire folder). Somehow, the folder itself and about half of the cards appear to have survived the purge. I'm downloading it now to see if I can spot any cards that are newer there than in the main CARDS folder. It'll be deleted once it's done downloading.

EDIT: Curiously, it can only be edited by me, you, and one other person... Also, on the off chance that it's needed, I've simply changed the share settings so only my main account can see it and no one else at all. Doesn't remove it, though, so it's still available.

EDIT2: I just noticed that after removing everyone's ability to see that folder (including my main account), I can no longer open either link. However, if I navigate to the CARDS folder that I normally use, I can see it just fine. I'll see about getting it sorted out soon. If there are any issues for anyone, please let me know. THe more I know about what's going on, the better.
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Re: Community Wad - Updated Dec-12-15

Postby RiiakShiNal » 19 Dec 2015, 02:41

Xander9009 wrote:Vines of Vastwood was done by sumomole. It looks like the badge was used because the hexproof ability was being handled manually for some reason. It creates a delayed trigger with the target stored in cardptr0 that looks like this:

| Open
Code: Select all
<TRIGGERED_ABILITY resource_id="1" replacement_effect="1">
   <CLEANUP simple_cleanup="EndOfTurn" />
   <TRIGGER value="CARD_CONSIDERED_FOR_TARGETTING" pre_trigger="1">
      if SecondaryObject()~= nil and TriggerObject()~= nil then
         if SecondaryObject():GetPlayer():GetTeam() ~= EffectController():GetTeam() and TriggerObject() == EffectDC():Get_CardPtr(0) then
            return true
         end
      end
      return false
   </TRIGGER>
</TRIGGERED_ABILITY>
I'm not sure why, though. I've disabled it in preference of simply adding hexproof properly. However, given that sumomole tends to know his stuff, I haven't erased it in case it needs re-enabled.

EDIT: That also explains the placement of the badge. It was where a layer 6 ability would logically be placed, but it was changed to a layer 8 badge when the manual hexproofing was added.
Given the code in the delayed trigger it may be that the built-in Hexproof doesn't allow allies to target the card either (which would be a problem). However, using a delayed trigger also creates additional problems in that the hexproof can't be removed by causing the card to lose all abilities (for example some card that causes all cards or all opponent cards to lose their abilities). Though if no card can cause blanket ability removal (even temporarily) then that would probably be a moot point.
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Re: Community Wad - Updated Dec-12-15

Postby MasterXploder7 » 19 Dec 2015, 03:52

[lua] [string "FIEND_OF_THE_SHADOWS_CW_262837_TITLE (DURATION)~0x00000c81"]:2: attempt to call method 'Get_Zone' (a nil value)

Fiend of the Shadows puts the exiled card in to the opponent's exile zone and then when you select to play a card exiled with it, the opponent plays it instead (at least thats what happened with the land i attempted to play).
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Re: Community Wad - Updated Dec-12-15

Postby nivmizzet1 » 19 Dec 2015, 07:42

Delver of Secrets doesn't transform
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Re: Community Wad - Updated Dec-12-15

Postby Xenoix » 19 Dec 2015, 21:43

Found a bug with Herald of Dromoka. It gives everything vigilance.
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Re: Community Wad - Updated Dec-12-15

Postby Zempar » 20 Dec 2015, 17:14

Using the File Sync thing, it says that I do not have the d3dx9 file but I do. It won't allow me to progress now.
What do I do?
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Re: Community Wad - Updated Dec-12-15

Postby Xander9009 » 20 Dec 2015, 21:09

Zempar wrote:Using the File Sync thing, it says that I do not have the d3dx9 file but I do. It won't allow me to progress now.
What do I do?
Delete the ini and try it again.
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Re: Community Wad - Updated Dec-12-15

Postby nivmizzet1 » 21 Dec 2015, 14:51

nivmizzet1 wrote:Delver of Secrets doesn't transform
Is anybody looking into this?

The card's code looks fine to me, and the function is in the WAD, so I can't figure out what the problem is.

I found one difference between the transformed card codes for delver of secrets (not working) and bloodline keeper (working). Bloodline keeper simply had
Code: Select all
ResetTransformation()
where insectile aberration had something like
Code: Select all
TFM.Transform.ResetTransformation()
so I changed that, but the card is still not transforming.
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