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Community Wad

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Re: Community Wad

Postby Splinterverse » 06 Oct 2016, 00:38

Had a few minutes to try a couple of the recommended fixes.

Coded, tested, and uploaded:
Triassic Egg
Unnerving Assault
Veiled Crocodile

I can finally say "after while, crocodile!" :) Thanks to everyone for helping me tame this beast!

On the +1/+1 counter topic, there were a lot of cards that were using "+1/+1" in quotes instead of the MTG version. So those might not be working correctly.
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Re: Community Wad

Postby Xander9009 » 07 Oct 2016, 05:02

It's entirely possible that will work fine, it's just not the best practice. There's a specific function for getting that particular counter type created directly by Stainless, which implies it's likely more efficient (though by no means definitely). If both cards worked after removing the active_zone="ZONE_BATTLEFIELD", then that was most likely the issue.
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Re: Community Wad

Postby Splinterverse » 07 Oct 2016, 11:34

Xander -- I think something is up with the card spreadsheet. It's showing that we're only missing 123 cards. I'm showing far more than that. Just a couple of examples: Dryad Sophisticate and Twilight Drover. Both are cards I have in progress that I can't find in the current .wad and aren't on the missing list.
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Re: Community Wad

Postby Splinterverse » 07 Oct 2016, 21:50

Finished for today.

All cards referenced below are from the missing cards list.

Coded, tested, and uploaded:
Scepter of Empires
Spineless Thug
Tahngarth's Glare
Tainted Field
Tainted Peak
Talara's Bane
Tamanoa
Tel-Jilad Wolf
Temporary Insanity
Thermal Blast
Thought Dissector
Thoughts of Ruin
Thresher Beast
Throne of Empires
Thrull Retainer
Torture Chamber
Twilight Drover

Bugs Fixed:
Ogre Leadfoot -- was not limited to artifact creatures per the card text; fixed but not tested
Traveler's Cloak -- had an error about AI; fixed

HQ art added (all were missing unless noted):
Crown of Empires
Great Furnace
Guiltfeeder
Halimar Wavewatch
Harabaz Druid
Hedron Crawler
Identity Thief (art did exist, but it wasn't working)
Scepter of Empires
Tel-Jilad Wolf
Terra Ravager
Throne of Empires

Open Items:

See previous post about a potential issue with .wad progress spreadsheet.

Also, considered for cast doesn't seem to be working on lands, at least for me.

For the cards below, I have also attached them in case anyone prefers to look at them that way.

Crown of Empires http://pastebin.com/DBw7p0ry Almost everything about it works. However, when I try to take control of the target creature, nothing happens.

Dryad Sophisticate http://pastebin.com/TdBaZSqq It's not becoming unblockable even though I have made sure the opponent has nonbasic lands.

Tainted Specter http://pastebin.com/2sr79kMX Everything works, except when the player chooses a card to go on top of the library, it doesn't go. It just stays in the hand.

Tanglewalker http://pastebin.com/5y74ue9W Doesn't do what is advertised despite what looks like it should work to me.

Tattoo Ward http://pastebin.com/bBf7ssPT This one fizzles on play. Perhaps, because it is destroying itself since it gives the target protection from enchantments?

Tectonic Instability http://pastebin.com/xiRp7gi2 Lands enter the battlefield and nothing happens.

Telekinetic Bonds http://pastebin.com/HUni9e7m Trigger on discard does not fire.

Temporal Distortion http://pastebin.com/5XFBdQvF This one is working pretty well. The only issue is that it is not removing the hourglass counters during upkeep.

Terra Ravager http://pastebin.com/zWdb8qh6 This one is not buffing up when it attacks.

Thran Weaponry http://pastebin.com/GERqLRc9 This one is not asking if I want to untap it during untap step. Other than that, it works perfectly.

Thrull Wizard http://pastebin.com/aR9Zx8a3 This one is not able to counter a black spell on the stack. Perhaps it is because it is an activated ability?

Tidal Influence http://pastebin.com/21z7zy9X This one is working perfectly. The issue is that when it hits exactly 4 counters it gets stuck in a perpetual loop that I can't get out of without exiting the match. I think it's a state-based trigger issue again. :(

Time Bomb http://pastebin.com/7WfvUGii This one seems to work, but then when you sacrifice it to do damage, nothing happens. My guess is that it is trying to count the counters, but the EffectSource has been sacrificed so the counters aren't there.

Touch of the Eternal http://pastebin.com/s20DU4P8 Doesn't do anything.

Treacherous Pit-Dweller http://pastebin.com/quPppDpp This one has kind of a funky implementation since it could be coming to the battlefield from the graveyard pre- and post-Undying. It was working and going over to the opponent but without the +1/+1 counter that should accompany it due to Undying. My last attempt added pointer protection and now it doesn't even leave the graveyard.

Treacherous Urge http://pastebin.com/aj6TpNG3 Everything works EXCEPT the creature does not have haste and does not die at the end of the turn.


Next:

Will be back tomorrow to implement any recommended fixes and continue working my way upward through the missing cards. If anyone wants a card that is lower in the list, let me know. I have many that are partially there, but I couldn't get completed. Happy to share the code in the hopes that someone else might make them work.
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Re: Community Wad

Postby migookman » 08 Oct 2016, 14:42

For Crown of Empires, try adding "if target ~= nil then” before you change controllers. Also, I think the other items should be set to 0 instead of 1 since you only need one of each instead of being greater than 1 which would mean you need at least 2 of each.
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Re: Community Wad

Postby fallenangle » 08 Oct 2016, 18:49

All right, Master Splinterverse: Here are my suggestions on the cards for which you had questions:

Crown of Empires: migookman is correct that you'll want to check if the count for the other artifacts is greater than or equal to zero rather than one. The main issue, however, is that you can't set controllers in a resolution time action; you have to do it in a continuous action on layer 2. Such a CA would look like this:

Code: Select all
<CONTINUOUS_ACTION layer="2">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil and EffectDC():Get_Int(1) == 1 then
            target:SetController(EffectController())
         end
      </CONTINUOUS_ACTION>
Dryad Sophisticate: Try this:
Code: Select all
<STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="6">
                        local filter = ClearFilter()
            filter:Add( FE_SUPERTYPE, OP_NOT, SUPERTYPE_BASIC )
            filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
            filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
            if filter:CountStopAt(1) == 1 then
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            characteristics:Bool_Set( CHARACTERISTIC_UNBLOCKABLE, 1 )
         end
                       end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
Tainted Specter: I think your problem with the ability is that you never define the target player who is supposed to put the card on top of the library.

Tanglewalker: What you have should work for Tanglewalker itself. You need to grant it as an ability in order to give it to your other creatures.

Tattoo Ward: You're dead on about the reason for fizzling; you just need to add the line, filter:Add(FE_CARD_INSTANCE, OP_NOT, EffectSource()) to your filter to get it to work.

Tectonic Instability: you never define what the TriggerPlayer() is. You should have TriggerObject():GetController() instead.

Telekenetic Bonds: the trigger on discard doesn't fire because your multiple choice question is set up to be asked from the TriggerObject() rather than EffectSource().

Temporal Distortion: you never define who the TriggerPlayer() is in this ability, so it always returns nil.

Terra Ravager: Try something like this, adapted from Timbermaw Larva:

Code: Select all
<RESOLUTION_TIME_ACTION>
         local player = TriggerObjectLKI():GetPlayerAttacked()
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
         filter:Add( FE_CONTROLLER, OP_IS, player)
         local total = filter:Count()
         EffectDC():Set_Int( 0, total )
      </RESOLUTION_TIME_ACTION>
       <CONTINUOUS_ACTION layer="7C">
         if EffectSource() ~= nil then
            local characteristics = EffectSource():GetCurrentCharacteristics()
            local total = EffectDC():Get_Int(0)
            characteristics:Power_Add( total )
            end
            </CONTINUOUS_ACTION>
Thran Weaponry: Try this for the untap code:

Code: Select all
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_CHARACTERISTICS" />
   <TRIGGERED_ABILITY replacement_query="1" linked_ability_group="1">
            <TRIGGER value="BECAME_UNTAPPED" simple_qualifier="self" pre_trigger="1">
         if ( EffectController():MyTurn() ) and ( MTG():GetStep() == STEP_UNTAP ) and ( LinkedDC():Get_CardPtr(0) ~= nil ) and ( LinkedDC():Get_Int(1) ~= 1 ) then
            LinkedDC():Set_Int(1, 1)
            MTG():OverrideEvent()
            return true
         end
         return false
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         local card = LinkedDC():Get_CardPtr(0)
         local player = EffectController()
         if EffectSource() ~= nil and card ~= nil then
            player:BeginNewMultipleChoice()
               player:AddMultipleChoiceAnswer( "CARD_QUERY_KEEP_TAPPED_THIS_CARD" )
               player:AddMultipleChoiceAnswer( "CARD_QUERY_UNTAP_THIS_CARD" )
            player:AskMultipleChoiceQuestion( "CARD_QUERY_UNTAP_THIS_CARD_QUESTION", EffectSource() )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local card = LinkedDC():Get_CardPtr(0)
         if EffectSource() ~= nil and card ~= nil then
            local result = EffectController():GetMultipleChoiceResult()
            if result == 1 then
               EffectSource():Untap()
            end
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if EffectSource() ~= nil then
            if EffectSource():IsTapped() then
               LinkedDC():Set_Int(1, 0)
            else
               LinkedDC():Clear()
            end
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Thrull Wizard: The problem isn't the fact that it's an activated ability. Try this, adapted from an extort card and Spiketail Drake:

Code: Select all
<TARGET tag="CARD_QUERY_CHOOSE_SPELL_TO_COUNTER" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
         filter:SetZone(ZONE_STACK)
      </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
         local controller = target:GetPlayer()
         if controller ~= nil then
            controller:BeginNewMultipleChoice()
               controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_B", controller:CanPayManaCost("{B}") )
               controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_3", controller:CanPayManaCost("{3}") )
               controller:AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )
            controller:AskMultipleChoiceQuestion( "OPTIONAL_ABILITY_QUESTION", Object() )
         end
            end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
         local controller = target:GetPlayer()
            if controller ~= nil and controller:CanPayManaCost("{3}") then
               local decision = controller:GetMultipleChoiceResult()
               if decision ~= 2 then
                if decision == 0 and player:CanPayManaCost("{B}") then
                        player:PayManaCost("{B}")
                    elseif decision == 1 and player:CanPayManaCost("{3}") then
                        player:PayManaCost("{3}")
               else
                  target:CounterSpell()
               end
            else
               target:CounterSpell()
            end
         end
      end
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
Tidal Influence: Try this, adapted from Lightning Coils:

Code: Select all
<TRIGGERED_ABILITY forced_skip="1" pre_trigger="1">
      <CLEANUP fire_once="1" />
      <TRIGGER value="STATE_BASED_EFFECTS" />
      <INTERVENING_IF ignore_resolution_check="1">
    if EffectSource() ~= nil and EffectSource():CountCounters(MTG():GetCountersType("Tide")) &gt;= 4 then
       return true
    else
       return false
    end
    </INTERVENING_IF>
   <RESOLUTION_TIME_ACTION>
   if EffectSource() ~= nil then
       local numCounters = EffectSource():CountCounters( MTG():GetCountersType("Tide"))
       if numCounters ~= 0 then
      EffectSource():RemoveCounters( MTG():GetCountersType("Tide"), numCounters )
      end
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Time Bomb: I think you're right about the cause of the problem. Try using a PTA like this and see if it works:

Code: Select all
<PLAY_TIME_ACTION>
   local damage = EffectSource():CountCounters( MTG():GetCountersType("Time") )
            if damage &gt; 0 then
         EffectDC():Set_Int(5, damage)
         end
         </PLAY_TIME_ACTION>
          <RESOLUTION_TIME_ACTION filter_id="0">
          local damage = EffectDC():Get_Int(5)
            if FilteredPlayer() ~= nil then
                    EffectSourceLKI():DealDamageTo( damage, FilteredPlayer() )
                elseif FilteredCard() ~= nil then
                    EffectSourceLKI():DealDamageTo( damage, FilteredCard() )
                end
        </RESOLUTION_TIME_ACTION>
   
Touch of the Eternal: I've never seen Xander's adding function used, so I don't know how it works. Here is how you would do it normally:

Code: Select all
<TRIGGERED_ABILITY>
   <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
   return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         local subfilter = filter:AddSubFilter_Or()
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
         subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
         filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
         local total = filter:Count()
         EffectController():SetLifeTotal( total )
         </RESOLUTION_TIME_ACTION>
         <CLEANUP fire_once="1" />
         </TRIGGERED_ABILITY>
Treacherous Pit-Dweller: This one should be given to the player if it comes from a graveyard for any reason, not just undying. Try this:

Code: Select all
<TRIGGERED_ABILITY>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_GRAVEYARD" />
   <TARGET tag="CARD_QUERY_CHOOSE_OPPONENT_GAIN_CONTROL_AVARICE_AMULET" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:SetFilterType( FILTER_TYPE_PLAYERS )
         filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
      </TARGET_DEFINITION>
      <CONTINUOUS_ACTION layer="2">
         local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
         if target_player ~= nil then
            EffectSource():SetController(target_player)
         end
      </CONTINUOUS_ACTION>
      <DURATION>
         return (EffectSource() == nil)
      </DURATION>
      </TRIGGERED_ABILITY>
      
      <TRIGGERED_ABILITY badge="BADGE_UNDYING" active_zone="ZONE_BATTLEFIELD">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Undying]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Survivance]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Resiliencia.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Unverwüstlich]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Immortale]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[不死]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[불사]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Нетленность]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Imortal]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[不息]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[不息]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
      <INTERVENING_IF ignore_resolution_check="1">
         return TriggerObject():CountCounters( MTG():PlusOnePlusOneCounters() ) == 0
      </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():PutOntoBattlefield( TriggerObject():GetOwner() )
            TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Treaherous Urge: Try this, adapted from Sneak Attack:

Code: Select all
<SPELL_ABILITY>
<TARGET tag="CARD_QUERY_CHOOSE_OPPONENT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
       target_player:RevealHand()
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target_player ~= nil then
       local filter = ClearFilter()
       filter:SetZone( ZONE_HAND, target_player )
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
       EffectController():ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_ONTO_BATTLEFIELD", EffectDC():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
         if target ~= nil then
            EffectDC():Get_Targets(1):Protect_CardPtr(0)
            target:PutOntoBattlefield( EffectController() )
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="6">
         local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
         if target ~= nil then
            local characteristics = target:GetCurrentCharacteristics()
            characteristics:Bool_Set(CHARACTERISTIC_HASTE, 1)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
         if target ~= nil then
            local characteristics = target:GetCurrentCharacteristics()
            characteristics:Badge_Set( BADGE_DIES_AT_END_OF_TURN )
            characteristics:AI_SetWorthless()
         end
      </CONTINUOUS_ACTION>
      <RESOLUTION_TIME_ACTION>
         local target_creature = EffectDC():Get_Targets(1):Get_CardPtr(0)
         if target_creature ~= nil then
            local delayDC = EffectDC():Make_Chest(1)
            delayDC:Set_CardPtr(0, target_creature)
            MTG():CreateDelayedTrigger(2, delayDC)
         end
      </RESOLUTION_TIME_ACTION>
      </SPELL_ABILITY>
      <DURATION>
         return (EffectSource() == nil)
      </DURATION>
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   <TRIGGERED_ABILITY resource_id="2" priority="-1">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_END_OF_TURN
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_CardPtr(0)
         if target ~= nil then
            EffectController():Sacrifice( target )
         end
      </RESOLUTION_TIME_ACTION>
      <CLEANUP fire_once="1" />
   </TRIGGERED_ABILITY>
I hope this helps. I and the other CW users thank you for your efforts and good questions.
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Re: Community Wad

Postby Splinterverse » 08 Oct 2016, 21:05

Thank you fallenangle and migookman for good input.

I am working on incorporating it now. I appreciate the time you guys and Xander have been putting in to help me. I'm taking lots of notes in the hopes that I don't repeat mistakes.

On Crown of Empires (as well as the other two Empires cards), I think it has to be >= 1 because the card requires that you have at least one of each of the other two cards. If I do 0, than the requirement wouldn't be met.

Your suggestion on Dryad Sophisticate is good and it matches what I was going to do originally. The problem is that when you are playing this card in a 2HG or Free-for-All with 4 players, she would need to only have her nonbasic landwalk work against qualified defending players. Maybe that isn't possible in with the options we have. If not, I may have to go back to your suggestion and live with that.

Thanks again for all the support. I'm excited to try out some of these suggestions. I'll have another update later on today. :)
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Re: Community Wad

Postby Splinterverse » 08 Oct 2016, 22:16

All cards below are from the missing cards list.

Thanks to fallenangle and migookman for feedback on the last batch.

Coded, tested, and uploaded:
Brontotherium
Crested Craghorn
Dust Corona
Feral Throwback
Gnat Alley Creeper
Goblin Grappler
Goblin Mutant
Krosan Vorine
Omen of Fire
Orgg
Pardic Miner
Skyblinder Staff
Solfatara
Song of Serenity
Stone Spirit
Summit Apes
Sunken Hope
Sun's Bounty
Superior Numbers
Sutured Ghoul
Sway of the Stars
Swooping Talon
Sword of the Paruns
Sylvan Offering
Synod Sanctum
Tainted Specter
Tectonic Instability
Temporal Distortion
Territorial Dispute
Thrull Wizard
Time Bomb
Touch of the Eternal
Tourach's Gate
Treacherous Pit-Dweller
Turf Wound

Bugs Fixed:
Cold Storage -- wasn't targeting spell controller's creatures; was targetting opponents; tested
Greater Stone Spirit -- was using a non-existant characteristic; fixed to match the others in this batch that evade flyers.

Art Uploaded:
Sylvan Offering -- LQ version since it had no art and couldn't find HQ
Synthetic Destiny -- HQ and was missing

OPEN ITEMS:

See my previous post re: community .wad spreadsheet not including all missing cards.

Crown of Ascension http://pastebin.com/gpUP40nF With this one, the issue is applying the effect to all similar creatures on sacrifice. I think it's not working because the sacrifice happens and the card is no longer available to process it's effect.

Crown of Empires http://pastebin.com/sC9dMqJG Still not taking control of target creature.

Moonhold http://pastebin.com/AwnjqBWt This one is complicated. It seems like it will only work for either lands or creatures, but not both. Maybe because they are handled differently. The inability to play creatures continues after the turn the spell was cast.

Suppress http://pastebin.com/bLFjeNYY This one is working perfectly. The only problem is I don't know how to indicate "beginning of the end step of that player’s next turn" I can make it trigger on the next end step of all players, but I don't know how to get just that player's end step.

Surestrike Trident http://pastebin.com/UAjrYTqU Works mostly. It just doesn't do any damage to the target player. It could again be due to sacrifice happening.

Synod Centurion http://pastebin.com/RJ8jP3sp This is another one that gets stuck in a state-based effect loop.

Synthetic Destiny http://pastebin.com/drzDAvCQ This one successfully exiles, but then doesn't take action on the next end step to go through the library, etc.

Telekinetic Bonds -- fallenangle, I was confused by your comment on this one. Could you explain further?

Terra Ravager http://pastebin.com/3XZvCN71 Still not buffing on attack.

Thran Weaponry http://pastebin.com/8yjgZu8s Option to untap still not firing.

Tidal Influence http://pastebin.com/iD7A08jb Still getting stuck in that state-based effects loop. Everything else is perfect, so if we can figure out the loop issue, it will be ready for use.

Treacherous Urge http://pastebin.com/nkBaEeDc This card has improved. It is now completing the sacrifice, but still not applying haste.


NEXT:

Back tomorrow to continue working upward through the missing cards list and incorporate any feedback.
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Re: Community Wad

Postby Xander9009 » 09 Oct 2016, 02:16

The spreadsheet should hopefully be working now.

Crown of Ascension: Be careful wit how you determine which creature it's attached to. The way it's currently coded, it wouldn't work with something like Aura Finesse. For doing it with a stored pointer, you need to set that pointer in a triggered ability using the trigger BECAME_ATTACHED.

Anyway, what you really need for it is EffectSourceLKI():GetParent(). No special triggered ability or linked_ability_groups should be needed. Similar: Choking Restraints

Crown of Empires - Two issues. 1) In an RTA (used in places where you change control permanently), you need to use SetBaseController(). SetController() is for CAs where the change is temporary.

2) Not really an "issue", but a simplification. When you just need to check if you control one (or 2, or more than 1 or something like that), use CountStopAt(#). For controlling at least one
Code: Select all
local bThrone = oFilter:CountStopAt(1) == 1
If you control one or more thrones, bThrone will be true.
Code: Select all
local oTarget = EffectDC():Get_Targets(0):Get_CardPtr(0)
if oTarget ~= nil then
   local oThroneFilter = ClearFilter()
   oThroneFilter:Add( FE_CARD_NAME, OP_IS, "THRONE_OF_EMPIRES" )
   oThroneFilter:Add( FE_CONTROLLER, OP_IS, EffectController() )
   local bControlsThrone = oThroneFilter:CountStopAt(1) == 1
   
   local oScepterFilter = ClearFilter()
   oScepterFilter:Add( FE_CARD_NAME, OP_IS, "SCEPTER_OF_EMPIRES" )
   oScepterFilter:Add( FE_CONTROLLER, OP_IS, EffectController() )
   local bControlsScepter = oScepterFilter:CountStopAt(1) == 1
   
   if bControlsThrone and bControlsScepter then
      oTarget:SetBaseController(EffectController())
   else
      oTarget:Tap()
   end
end
Moonhold - For the issue of the ability continuing after the end of the turn, that's because the delayed trigger doesn't have a CLEANUP tag. Without a cleanup tag, it will continue to fire until the end of the game. Add in
Code: Select all
<CLEANUP simple_cleanup="EndOfTurn" />
Also, fallenangle pointed out on the previous page that Neo successfully used CONSIDERED_FOR_CAST regarding lands on Aggressive Mining. With that in mind, try this. Remove the filter, the CA, and the (multiple?) duration tags. Set int 1 of the delayed dc to 1, 2, or 3 (depending on if R, W, or RW was used). (Also, you don't need to set the colors used in one RTA just to access them in another. That code should work just fine in the last {and at that point only} RTA).
Code: Select all
<RESOLUTION_TIME_ACTION>
   local Player = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_PlayerPtr(0)
   if EffectDC():Get_Int(4) == 1 and Player ~= nil then
      local DelayDC = EffectDC():Make_Chest(2)
      DelayDC:Set_PlayerPtr(0, Player)
      if EffectSource():WasPaidForWithColour(COLOUR_RED) then
         Delay:Set_Int(1, 1)
      end
      if EffectSource():WasPaidForWithColour(COLOUR_WHITE) then
         EffectDC():Int_Inc(1, 2)
      end
      MTG():CreateDelayedTrigger(1, DelayDC)
   end
</RESOLUTION_TIME_ACTION>
The first ability only needs the TARGET, TARGET_DEFINITION, this RTA, and the AI_SIMPLIFIED_TARGETING.

For the delayed trigger, there's an issue to keep in mind that often seems harmless but can end up causing major issues. Never ever name a variable the same as a function. Lines 78 and 79. Those variables MUST be renamed.
Code: Select all
<TRIGGERED_ABILITY resource_id="1" linked_ability_group="1">
   <CLEANUP simple_cleanup="EndOfTurn" />
   <TRIGGER value="CONSIDERED_FOR_CAST" pre_trigger="1">
      local oPlayer = EffectDC():Get_PlayerPtr(0)
      local oTriggerObject = TriggerObject()
      local oTriggerPlayer = TriggerPlayer()
      if oTriggerPlayer ~= nil and oPlayer ~= nil and oTriggerPlayer == oPlayer and oTriggerObject ~= nil and
        ((EffectDC():Get_Int(1) != 2 and oTriggerObject:GetCardType():Test(CARD_TYPE_CREATURE)) or
         (EffectDC():Get_Int(1) != 1 and oTriggerObject:GetCardType():Test(CARD_TYPE_LAND))) then
         MTG():OverrideEvent()
         return true
      end
      return false
   </TRIGGER>
</TRIGGERED_ABILITY>
Notice that I used EffectDC():Get_Int(1) != 2 instead of EffectDC():Get_Int(1) == 1 or EffectDC():Get_Int(1) == 3. Since Int(1) can only be 1, 2, or 3, then these are identical.

Suppress - You need two parts.
1) When making the delayed trigger, call
Code: Select all
DelayDC:Set_Int(0, MTG():GetTurnNumber())
2) In the trigger of the DelayedTrigger, change the trigger value to BEGINNING_OF_PLAYERS_STEP, and add in this check
Code: Select all
TriggerPlayer() == EffectController() and MTG():GetTurnNumber() != EffectDC():Get_Int(0)
Surestrike Trident - You don't need to store the effect source at all. It'll be effect source no matter what's attached or unattached, so you can remove line 97. You can then replace EffectDC():Get_CardPtr(4) on line 116 with just EffectSourceLKI(). The issue, actually, is that you store the target in the variable 'target_creature' and then try to deal damage to the player stored in the variable 'player'.

Synod Centurion - So why not do the same as before? Upon triggering, set int 0 of a LinkedDC() to 1. Upon resolving (at the very end), set it back to 0.

Also, CLEANUP tags have no meaning outside of a non-delayed triggered ability. That line should be removed. Lastly, just in case it somehow loses the artifact type, you should set the filter to exclude EffectSource, and then you can simply return the CountStopAt(1) == 1.
Code: Select all
<TRIGGER value="STATE_BASED_EFFECTS" pre_trigger="1">
   local filter = ClearFilter()
   filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   filter:Add(FE_CARD_INSTANCE, OP_NOT, EffectSource())
   return filter:CountStopAt(1) == 1
</TRIGGER>
Synthetic Destiny - This isn't firing because normal triggered abilities only operate if EffectSource() is on the battlefield. You need to setup the triggered ability as a delayed trigger. In doing so, you can also set its EffectSource():Get_Int(0) to the number of creatures and skip the need for a LinkedDC if you want. It'd probably be better, but not necessarily. Mostly preference.

Just change LinkedDC():Set_Int(3, creatures) to
Code: Select all
local DelayDC = EffectDC():Make_Chest(0)
DelayDC:Set_Int(0, creatures)
MTG():CreateDelayedTrigger(0)
Then add resource_id="0" to the triggered ability. And don'y forget to add a cleanup tag to only fire once.

Telekinetic Bonds - He means to replace TriggerObject() on line 87 with EffectSource(). But there's actually another issue. It won't usually matter, but in some it will (such as illusions). When you target something in an ability like this, it needs to use a normal target tag. The targeting itself happens whether you pay or not. Only the effect is optional. As such, you should make it ask which using a multiple choice question for TAP or UNTAP. Any time there's something on the battlefield that does something when targeted may be desirablet o target without actually changing its tap status.

Terra Ravager - Your CA isn't in a STATIC_ABILITY, and any CA outside of a STATIC_ABILITY must have a duration tag in order to function.

Thran Weaponry - First up, remove line 99.

Where is LinkedDC():Get_CardPtr(0) coming from? It'll only fire if that card pointer is not nil, but it's never set anywhere, so it will always be nil.

Why is your activated ability on line 137 using linked_ability_group? As far as I can tell, that can be removed.

You may not be able to use multiple LinkedDCs. If the above doesn't fix it, try changing linked_ability_group="2" to linked_ability_group="1", and then change the LinkedDC register you're using in that ability to one not used in the echo ability (so use Get_Int(2) instead of 0).

Just for the sake of clean code, you could definitely simplify (line 162)
Code: Select all
if EffectSource():IsTapped() == false then
    return true
else
    return false
end
to 'return EffectSource():IsTapped() == false'

Tidal Influence - Ability on line 67 should have the counter registration added. It's unlikely to ever matter, but in case it does, it's better safe than sorry.

158: Cleanups only go in delayed triggers.

Intervening ifs are for triggered abilities in an intervening if format, which this one is not. Use this code:
Code: Select all
<TRIGGER value="STATE_BASED_EFFECTS">
   if LinkedDC():Get_Int(0) == 0 and EffectSource() ~= nil and EffectSource():CountCounters(MTG():GetCountersType("Tide")) &gt;= 4 then
      LinkedDC():Set_Int(0, 1)
      return true
   end
   return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
   if EffectSource() ~= nil then
      local numCounters = EffectSource():CountCounters( MTG():GetCountersType("Tide"))
      if numCounters ~= 0 then
         EffectSource():RemoveCounters( MTG():GetCountersType("Tide"), numCounters )
      end
   end
   LinkedDC():Set_Int(0, 0)
</RESOLUTION_TIME_ACTION>
Make sure you set the ability to use LinkedDC().

Treacherous Urge - Line 89 should check if the target is nil, not EffectSource. EffectSource becomes nil as soon as it changes zones (to the graveyard from the stack), and as such, the CA stops running immediately.
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Re: Community Wad

Postby kabalan20 » 09 Oct 2016, 11:13

cryptbreaker second ability is asking me mana to activate instead just tapping zombies.
This might just be a bug since i used cemetery reapers ability before and maybe it somehow copied the abilities manacost?
Attachments
cryptbreaker costs mana.png
an image of cryptbreaker asking for mana
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Re: Community Wad

Postby migookman » 09 Oct 2016, 14:35

I'm having problems with Makeshift Mannequin granting the target creature an ability:
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="MAKESHIFT_MANNEQUIN_CW_220569" />
   <CARDNAME text="MAKESHIFT_MANNEQUIN" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Makeshift Mannequin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mannequin improvisé]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Maniquí temporario]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Improvisiertes Mannequin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manichino Improvvisato]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[その場しのぎの人形]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Makeshift Mannequin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Импровизированный Манекен]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Manequim Provisório]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[变妆假模]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[變妝假模]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="220569" />
   <ARTID value="MAKESHIFT_MANNEQUIN" />
   <ARTIST name="Darrell Riche" />
   <CASTING_COST cost="{3}{B}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“This vulgar mimicry will end now.“<br>—Desmera, perfect of Wren’s Run]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Cette moquerie vulgaire va cesser immédiatement. »<br>—Desmera, parfaite de la Garenne du Roitelet]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Esta bufonería vulgar terminará ahora.“<br>—Desmera, perfecta de Coto de Reyezuelos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Dieser vulgäre Mummenschanz muss ein Ende haben.“<br>—Desmera, Perfekte des Zaunkönigreviers]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Questa volgare parodia finisce adesso.“<br>—Desmera, perfetta di Volo dello Scricciolo]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「下品な模倣はもう終わりだ。」<br>――レンの地の完全者、デズメラ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“This vulgar mimicry will end now.“<br>—Desmera, perfect of Wren’s Run]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Этому вульгарному подражанию сейчас придет конец”.<br>— Десмера, “совершенная” из Корольковых Угодий]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Essa imitação vulgar vai acabar agora.“<br>— Desmera, perfeito de Toca da Corruíra]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[「这粗俗模仿现在结束了。」<br>~蒙鸠地至美迪梅拉]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[「這粗俗模仿現在結束了。」<br>~蒙鳩地至美迪梅拉]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Instant" />
   <EXPANSION value="ARC" />
   <RARITY metaname="U" />
    <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Return target creature card from your graveyard to the battlefield with a mannequin counter on it. For as long as that creature has a mannequin counter on it, it has “When this creature becomes the target of a spell or ability, sacrifice it.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Renvoyez en jeu la carte de créature ciblée de votre cimetière avec un marqueur « mannequin » sur elle. Tant que cette créature a un marqueur « mannequin » sur elle, elle a « Quand cette créature devient la cible d’un sort ou d’une capacité, sacrifiez-la. »]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Regresa al juego la carta de criatura objetivo de tu cementerio con un contador de maniquí sobre ella. Mientras esa criatura tenga un contador de maniquí, tiene “Cuando esta criatura sea objetivo de un hechizo o habilidad, sacrifícala”.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bringe eine Kreaturenkarte deiner Wahl aus deinem Friedhof ins Spiel zurück und lege eine Mannequin-Marke auf sie. Solange auf dieser Kreatur eine Mannequin-Marke liegt, hat sie „Wenn diese Kreatur das Ziel eines Zauberspruchs oder einer Fähigkeit wird, opfere sie”.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rimetti in gioco una carta creatura bersaglio dal tuo cimitero con un segnalino manichino. Fintanto che quella creatura ha un segnalino manichino, ha “Quando questa creatura diventa bersaglio di una magia o abilità, sacrificala.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたの墓地にあるクリーチャー・カード1枚を対象とする。それをマネキン・カウンターが1個置かれた状態で場に戻す。 そのクリーチャーの上にマネキン・カウンターが置かれているかぎり、それは「このクリーチャーが呪文や能力の対象になったとき、それを生け贄に捧げる。」を持つ。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Return target creature card from your graveyard to the battlefield with a mannequin counter on it. For as long as that creature has a mannequin counter on it, it has “When this creature becomes the target of a spell or ability, sacrifice it.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Верните целевую карту существа из вашего кладбища в игру с жетоном манекена на ней. Пока на том существе есть жетон манекена, оно имеет способность “Когда это существо становится целью заклинания или способности, пожертвуйте его”.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Devolva para o jogo o card de criatura alvo de seu cemitério com um marcador de manequim sobre ele. Enquanto aquela criatura tiver um marcador de manequim sobre ela, ela terá “Quando esta criatura se tornar alvo de uma mágica ou habilidade, sacrifique-a.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[将目标生物牌从你的坟墓场移回场上,且上面有一个假模指示物。 只要该生物上有假模指示物,它便具有「当此生物成为咒语或异能的目标时,将它牺牲。」]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[將目標生物牌從你的墳墓場移回場上,且上面有一個假模指示物。 只要該生物上有假模指示物,它便具有「當此生物成為咒語或異能的目標時,將它犧牲。」]]></LOCALISED_TEXT>
                <COUNTER_REGISTRATION name="Mannequin" proliferate="11" />
               <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_RETURN_TO_BATTLEFIELD" definition="0" compartment="0" count="1" />
                  <TARGET_DEFINITION id="0">
         local filter = ClearFilter()
         filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
         filter:SetZone( ZONE_GRAVEYARD, EffectController() )
      </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if  target ~= nil then
            target:PutOntoBattlefield( EffectController() )
                                target:AddCounters( MTG():GetCountersType("Mannequin"), 1 )
         end
      </RESOLUTION_TIME_ACTION>
                <CONTINUOUS_ACTION layer="7D" id="0">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if target ~= nil then
            local characteristics = target:GetCurrentCharacteristics()
            characteristics:GrantAbility(5)
         end
      </CONTINUOUS_ACTION>
      <DURATION>
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         return (target:CountCounters( MTG():GetCountersType("Mannequin")) == 1 )
      </DURATION>
   </SPELL_ABILITY>
        <TRIGGERED_ABILITY resource_id="5">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When this creature becomes the target of a spell or ability, sacrifice it.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[mannequin » sur elle, elle a « Quand cette créature devient la cible d’un sort ou d’une capacité, sacrifiez-la. ]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando esta criatura sea objetivo de un hechizo o habilidad, sacrifícala.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn diese Kreatur das Ziel eines Zauberspruchs oder einer Fähigkeit wird, opfere sie.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando questa creatura diventa bersaglio di una magia o abilità, sacrificala.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[それは「このクリーチャーが呪文や能力の対象になったとき、それを生け贄に捧げる。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When this creature becomes the target of a spell or ability, sacrifice it.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[становится целью заклинания или способности, пожертвуйте его.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando esta criatura se tornar alvo de uma mágica ou habilidade, sacrifique-a.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[它便具有「当此生物成为咒语或异能的目标时,将它牺牲。」]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[當此生物成為咒語或異能的目標時,將它犧牲。」]]></LOCALISED_TEXT>
                <TRIGGER value="BECAME_TARGET_OF_SPELL" simple_qualifier="self" />
      <TRIGGER value="BECAME_TARGET_OF_ABILITY" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         if EffectSource() ~= nil then
            EffectController():Sacrifice( EffectSource() )
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <AUTHOR><![CDATA[Xander9009]]></AUTHOR>
   <EDITORS><![CDATA[Xander9009]]></EDITORS>
   <DATE><![CDATA[05-10-16]]></DATE>
</CARD_V2>
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Re: Community Wad

Postby tmxk2012917 » 09 Oct 2016, 17:14

Mecurial Geists got permanent +3/+0 after entering the battleground and did not get +3/+0 whenever I cast a spell
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Re: Community Wad

Postby Xander9009 » 09 Oct 2016, 20:12

kabalan20 wrote:cryptbreaker second ability is asking me mana to activate instead just tapping zombies.
This might just be a bug since i used cemetery reapers ability before and maybe it somehow copied the abilities manacost?
Fixed.

migookman wrote:I'm having problems with Makeshift Mannequin granting the target creature an ability:
Code: Select all
...
Line 60 moves the card to another zone without protecting its pointer.

tmxk2012917 wrote:Mecurial Geists got permanent +3/+0 after entering the battleground and did not get +3/+0 whenever I cast a spell
Fixed.
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Re: Community Wad

Postby Splinterverse » 09 Oct 2016, 22:01

Finished for today. I coded fewer cards today because I spent time making this: Impossible Cards List

All cards below are from the missing cards list.

Coded, tested, and uploaded:
Crown of Empires
Shower of Sparks
Soldevi Digger
Stormscale Anarch
Strength of Night
Strip Bare
Structural Collapse
Subdue
Sudden Demise
Suffer the Past
Surestrike Trident
Synod Centurion
Telekinetic Bonds
Terra Ravager
Thran Weaponry
Tidal Influence


Bugs Fixed:
Alms -- was allowing choice of card from graveyard rather than taking off the top; fully tested
Gauntlets of Chaos -- was not destroying attached auras; not tested
Nature's Kiss -- was allowing choice of card from graveyard rather than taking off the top; fully tested
Soldevi Digger -- was allowing choice of card from graveyard rather than taking off the top; fully tested


Art Uploaded:
Sudden Demise -- HQ and was missing


Next:
Will be back on Wednesday (I believe) to continue working through missing cards list.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Re: Community Wad

Postby Splinterverse » 10 Oct 2016, 11:23

Xander -- is the .wad updating properly? The last file date I'm seeing is from the 5th.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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