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Re: Community Wad

Postby fallenangle » 14 Apr 2016, 02:19

I already did the SOI Planeswalkers and sent them to Xander for review, but they have a few problems right now that I'm not sure how to solve, so we'll have to await his kindness (and free time) before they get added to the CW.
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Re: Community Wad

Postby Finnical » 14 Apr 2016, 07:20

Xander9009 wrote:Frankly, I didn't even realize a new set had been released.

I haven't even looked at the set yet...
I might be more excited about this set than any since I started Magic. It is worth your time!
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Re: Community Wad

Postby Sips » 24 Apr 2016, 11:31

Was playing for quite a long while and here are some broken cards I came along with
Crumbling Sanctuary dont exiles instead puts into graveyard
Gifts Ungiven able to take copies of same card
Dance of the Dead dont go taped into battlefield
Kismet dont works
Nissa, Vastwood Seer dont transform
Horizon Canopy had some problems with MM variant loosing life and dont receiving green mana
COP red prevented greeen source
Gideon, Battle_Forged first skill dont works
Frenetic Efreet dont phases
Forsaken Wastes dont loose 1 life and players gains life

Once again big thanks to all that made the CW possible!
p.s. I was playing Dec 15 CW so maybe some of these were fixed already.
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Re: Community Wad

Postby Borborigmos » 26 Apr 2016, 08:27

Hi guys :)

I was testing planeswalkers Nissa, Voice of Zendikar and Chandra, Flamecaller and they both seem to be able to cast their abilities more than once each turn (infinite times to be precise lol)

Thanks! xD
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Re: Community Wad

Postby Xander9009 » 26 Apr 2016, 13:33

Sips wrote:Was playing for quite a long while and here are some broken cards I came along with
Crumbling Sanctuary dont exiles instead puts into graveyard
Gifts Ungiven able to take copies of same card
Dance of the Dead dont go taped into battlefield
Kismet dont works
Nissa, Vastwood Seer dont transform
Horizon Canopy had some problems with MM variant loosing life and dont receiving green mana
COP red prevented greeen source
Gideon, Battle_Forged first skill dont works
Frenetic Efreet dont phases
Forsaken Wastes dont loose 1 life and players gains life

Once again big thanks to all that made the CW possible!
p.s. I was playing Dec 15 CW so maybe some of these were fixed already.
Nope, none had been fixed because I wasn't aware of any of them.

Crumbling Sanctuary - Fixed
Gifts Ungiven - Fixed
Dance of the Dead - Fixed
Kismet - Fixed
Nissa, Vastwood Seer//Nissa, Sage Animist - Not fixed. I'll look into this one more later.
Horizon Canopy - Fixed
Circle of Protection: Red - Fixed
Kytheon, Hero of Akros//Gideon, Battle-Forged - Fixed
Frenetic Efreet - Fixed
Forsaken Wastes - Fixed

Borborigmos wrote:Hi guys :)

I was testing planeswalkers Nissa, Voice of Zendikar and Chandra, Flamecaller and they both seem to be able to cast their abilities more than once each turn (infinite times to be precise lol)

Thanks! xD
Tested both, and they were both properly limited to one activation per turn. People have often had problems when playing with the CW and other mods. Could that be your issue? If not, then I'll test some more. I know that there was some issue that occurred when the mod was packed into a wad file that I never experienced since I play with an unpacked version, but that was related to morph, not planeswalkers.
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Re: Community Wad

Postby thanosyro » 27 Apr 2016, 21:34

"Hallowed Moonlight" not working.
Had the same issue with "Containment Priest" but when i used the fixed version all was ok. I was told that Hallowed Moonlight is functioning. But not for me it seems. Exiled creatures/tokens enter just fine. What may be the problem? "HALLOWED_MOONLIGHT_CW_398505"
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Re: Community Wad

Postby Xander9009 » 28 Apr 2016, 02:34

thanosyro wrote:"Hallowed Moonlight" not working.
Had the same issue with "Containment Priest" but when i used the fixed version all was ok. I was told that Hallowed Moonlight is functioning. But not for me it seems. Exiled creatures/tokens enter just fine. What may be the problem? "HALLOWED_MOONLIGHT_CW_398505"
  • Are you playing with any other mods installed?
  • Do you playing using the packed files or the unpacked files? (If you don't know, then you're playing with the packed files, probably.)
  • Do you have any mod directories, such as the custom data folder made by Riiak's deck builder?
  • Since I don't experience the issue on my end, and if none of these help, is it important enough to you to do some guided, focused testing on the card?
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Re: Community Wad

Postby Borborigmos » 28 Apr 2016, 07:05

Xander9009 wrote:
Borborigmos wrote:Hi guys :)

I was testing planeswalkers Nissa, Voice of Zendikar and Chandra, Flamecaller and they both seem to be able to cast their abilities more than once each turn (infinite times to be precise lol)

Thanks! xD
Tested both, and they were both properly limited to one activation per turn. People have often had problems when playing with the CW and other mods. Could that be your issue? If not, then I'll test some more. I know that there was some issue that occurred when the mod was packed into a wad file that I never experienced since I play with an unpacked version, but that was related to morph, not planeswalkers.
Thanks for that answer. Yes I have a bunch of mods... Unfortunately I haven't gotten rid of them because at times there are cards there that are not found in the CW. Or they have art that I like more.
What's funny is that other PWs don't have this issue. So I wonder why it affects some but not others? What is the part in the code that prevents them from activating more than once per turn?
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Re: Community Wad

Postby Xander9009 » 28 Apr 2016, 15:32

Borborigmos wrote:Thanks for that answer. Yes I have a bunch of mods... Unfortunately I haven't gotten rid of them because at times there are cards there that are not found in the CW. Or they have art that I like more.
What's funny is that other PWs don't have this issue. So I wonder why it affects some but not others? What is the part in the code that prevents them from activating more than once per turn?
You can request the cards that aren't already coded. I'm currently busy with SOI, but they shouldn't be difficult to do. And as long as the art is standard MTG art for the card, it's more than possible to switch to it. I don't want to use custom art, but any art that is actually commissioned by Wizards for a card is fair game, in my opinion. And even if you want to use custom art, that's really simple. Just drop the art (and only the art) into your custom data folder made by the deck builder with the right name and it'll be used on CW cards. I'm not trying to convince you not to use other mods; just pointing out how you can not use them but still have those benefits.

The code that prevents the planeswalkers from activating multiple abilities per turn is found on the card "_MANAGER_PLANESWALKERS". Each ability has a comment that states what that ability is for. Ability 3 is the one for this.

Code: Select all
   <!-- 3. Planeswalkers' abilities can be played only once per turn -->
   <TRIGGERED_ABILITY replacement_effect="1">
      <TRIGGER value="ACTIVATED_ABILITY_PLAYED" simple_qualifier="objectyoucontrol">
         if not PLW_IsInNameSet( TriggerObject(), "PLANESWALKERS" ) then
            return false
         end
         --MTG():MessageAllPlayers("PLW ability activated")
         local activations_chest = PLW_MyDuelDC():Get_Chest(PLW_PLANESWALKERS_ACTIVATIONS_CHEST)
         if activations_chest == nil then
            activations_chest = PLW_MyDuelDC():Make_Chest(PLW_PLANESWALKERS_ACTIVATIONS_CHEST)
         end
         -- Find the Planeswalker
         local current_index = -1
         local last_index = activations_chest:Get_Int(0)
         if last_index &gt; 0 then
            for i=1,last_index,2 do
               local card = activations_chest:Get_CardPtr(i)
               if card ~= nil and card == TriggerObject() then
                  -- Planeswalker found
                  current_index = i
                  break
               end
            end
         else
            last_index = -1 -- this will make it right when adding 2 later
         end
         if current_index == -1 then
            -- Planeswalker not found, let's add it
            last_index = last_index + 2
            activations_chest:Set_Int(0, last_index)
            activations_chest:Set_CardPtr( last_index, TriggerObject() )
            activations_chest:Set_Int(last_index+1, 0)
            current_index = last_index
         end
         -- Increase Planeswalker's activations count (1 register further than the card pointer)
         activations_chest:Int_Inc(current_index+1)
         -- Increase player's own activations count (will be used by The Chain Veil's first ability)
         PLW_MyPlayerDC( EffectController() ):Int_Inc(PLW_PLANESWALKERS_ACTIVATIONS)
         -- Save Planeswalker's activations count index for continuous action
         EffectDC():Set_Int(1, current_index+1)
         --EffectController():DisplayMessage("Activations : "..activations_chest:Get_Int( EffectDC():Get_Int(1) ))
         return true
      </TRIGGER>
      <CONTINUOUS_ACTION layer="8">
         if TriggerObject() ~= nil then
            local activations_chest = PLW_MyDuelDC():Get_Chest(PLW_PLANESWALKERS_ACTIVATIONS_CHEST)
            if activations_chest ~= nil then
               local loyalty_activations = activations_chest:Get_Int( EffectDC():Get_Int(1) )
               local chain_veil_activations = PLW_MyPlayerDC( TriggerObject():GetController() ):Get_Int(PLW_CHAIN_VEIL_ACTIVATIONS)
               if loyalty_activations &gt; chain_veil_activations then
                  TriggerObject():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1)
               end
            end
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_CLEANUP
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         PLW_MyDuelDC():Free_Compartment(PLW_PLANESWALKERS_ACTIVATIONS_CHEST)
         for i=0,MTG():GetNumberOfPlayers()-1 do
            local player_chest = PLW_MyPlayerDC( MTG():GetNthPlayer(i) )
            player_chest:Set_Int(PLW_PLANESWALKERS_ACTIVATIONS, 0)
            player_chest:Set_Int(PLW_CHAIN_VEIL_ACTIVATIONS, 0)
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
As for affecting some planeswalkers and not others, my best guess is that an older version of the PLW lol file (the one the ability uses to call PLW_IsInNameset to see if it's a planeswalker) is somewhere in the files. If so, then it wouldn't get the update as new planeswalkers are added. My advice would be to move the other mods out of your game folder (and any decks that rely on them) and test the planeswalkers again. If they work, then you know it's a conflict. If you narrow it down to which mod is conflicting, I'll see about getting any cards in that mod missing from the CW coded and I'll check the art out.
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Re: Community Wad

Postby Borborigmos » 28 Apr 2016, 18:32

Thank you very much Xander.

Just to be clear, I wasn't talking about custom art, just regular Wizards art that changes with reprints, etc.

I'll play with it and try to just use CW mods. Thanks again!
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Re: Community Wad

Postby Xander9009 » 29 Apr 2016, 02:21

Someone reported a couple of bugged cards a month ago and I somehow missed the email for that. The cards were Soltari Monk and Soltari Priest. I checked, but it seemed the game didn't even properly return whether or not a card has shadow (it always returned false), so no matter what I did, it always failed. All cards with shadow have been rewritten using RiiakShiNal's fake characteristics manager. I've tested some and they seem to work fine, now. Ones that otherwise test, such as in a filter, have not yet been tested.

Whoever reported the bugs asked to be notified when they were fixed, but the name they provided was "glenn", which isn't a username here on the forums, and instead appears to be his/your actual first name. I can't notify you directly, so hopefully you see this...
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Re: Community Wad

Postby Finnical » 29 Apr 2016, 07:48

Sultai Emmisary triggers when it hits the graveyard, but does not actually manifest the top card as it should.

Elfhame Sanctuary is supposed to be a you may trigger, but hitting finish w/o selecting a land does not allow you to draw a card at your draw step.
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Re: Community Wad

Postby Xander9009 » 29 Apr 2016, 13:53

Finnical wrote:Sultai Emmisary triggers when it hits the graveyard, but does not actually manifest the top card as it should.

Elfhame Sanctuary is supposed to be a you may trigger, but hitting finish w/o selecting a land does not allow you to draw a card at your draw step.
If you search, then you've already passed the "may" part of the ability. Either you search for one, or you can draw normally. It's currently coded with a normal may, but there's a game setting that causes optional abilities to always be used, meaning you likely never get the choice. The game just decides the answer is yes, you want to use the ability. This card should be recoded to always ask, and I'll do that now.

EDIT: Tested Sultai Emmisary. It manifested exactly as it should have. Although I did notice an issue with what happens if you make copies. Even though the top card of your library isn't checked until it resolves, it's behaving as if it's checked when it triggers... I'm not sure why. Either way, I'm already planning to re-test all manifest cards soon.
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Re: Community Wad

Postby Borborigmos » 01 May 2016, 23:21

In my continous tampering with the files I broke my Nissa, Vastwood Seer. She fetches the forest and transforms when the 7th land enters the battlefield, but the PW card doesn't have clickable abilities.
My question is, is it just me? I wanna make sure it's just me before I spend any more time trying to fix it lol

Thanks!
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Re: Community Wad

Postby Xander9009 » 03 May 2016, 15:11

Borborigmos wrote:In my continous tampering with the files I broke my Nissa, Vastwood Seer. She fetches the forest and transforms when the 7th land enters the battlefield, but the PW card doesn't have clickable abilities.
My question is, is it just me? I wanna make sure it's just me before I spend any more time trying to fix it lol

Thanks!
I'm not sure what's going on, but Nissa was broken, but now she's working on my end.
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