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TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

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Re: TFM&G2K's Planeswalkers Pool v8f (07/Sep/2014)

Postby gorem2k » 12 Sep 2014, 17:24

fixed Sorin, Lord of Innistrad

| Open
Code: Select all
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(-6): Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.]]></LOCALISED_TEXT>
    <AVAILABILITY sorcery_time="1" />
    <COST type="RemoveCountersSelf" amount="6" counter_type="Loyalty" />
    <TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_DESTROY" definition="0" compartment="0" count="3" up_to="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Set_Or()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    local subFilter = filter:AddSubFilter_And()
        subFilter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
       PLW_FilterNameSet(subFilter, "PLANESWALKERS", true)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    for i=0,2 do
       local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
       if target ~= nil and target:IsToken() == false then
          local delayDC = EffectDC():Make_Chest(i+10)
          delayDC:Set_CardPtr(0, target)
          delayDC:Protect_CardPtr(0)
          MTG():CreateDelayedTrigger(1, delayDC)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_array = {}
    for i=0,2 do
       target_array[i] = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
    end
    for i=0,2 do
       if target_array[i] ~= nil then
          target_array[i]:Destroy()
       end
    end
    </RESOLUTION_TIME_ACTION>

<!--

    <RESOLUTION_TIME_ACTION>
    MTG():RemoveDelayedTrigger(1)
    </RESOLUTION_TIME_ACTION>

-->

    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
    <SFX text="TARGET_BLADE_PLAY" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
    return TriggerObject() == EffectDC():Get_CardPtr(0)
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():PutOntoBattlefield( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
I only changed
Code: Select all
local target = EffectDC():Get_Targets(0):Get_CardPtr(i)
to
Code: Select all
local target = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(i)
and i'm not sure why there's MTG():RemoveDelayedTrigger(1)

Also, the delayed trigger could be a non-replacement effect to show the card going to yard then back to play.. but not necessary, just more like what the card says :)
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Re: TFM&G2K's Planeswalkers Pool v8f (07/Sep/2014)

Postby thefiremind » 12 Sep 2014, 18:36

gorem2k wrote:and i'm not sure why there's MTG():RemoveDelayedTrigger(1)
I'm not sure, either. I think I was afraid that the delayed trigger could persist under certain conditions. I should learn not to try and fix what's not bugged yet: in the worst case, someone will report other strange things happening with Sorin. :lol:

gorem2k wrote:Also, the delayed trigger could be a non-replacement effect to show the card going to yard then back to play.. but not necessary, just more like what the card says :)
Despite what the card says, I don't think Magic rules give priority to the players after the first half of an ability before the second half resolves...
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Re: TFM&G2K's Planeswalkers Pool v8f (07/Sep/2014)

Postby gorem2k » 12 Sep 2014, 18:45

thefiremind wrote:Despite what the card says, I don't think Magic rules give priority to the players after the first half of an ability before the second half resolves...
Ok, just to be sure, I've found this.
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Re: TFM&G2K's Planeswalkers Pool v8f (07/Sep/2014)

Postby Xander9009 » 12 Sep 2014, 18:51

thefiremind wrote:
gorem2k wrote:Also, the delayed trigger could be a non-replacement effect to show the card going to yard then back to play.. but not necessary, just more like what the card says :)
Despite what the card says, I don't think Magic rules allow a player to respond to the first half of an ability before the second half resolves...
No, you definitely shouldn't be able to respond to it. As far as I know, it's never possible to respond to an ability during the ability. But could it be a problem if something is supposed to trigger upon something going to the graveyard? I can only find one thing that would trigger for any card, rather than just creatures, going into the graveyard (I don't think there are any specifically for planeswalkers yet). So, I don't think it would matter and thus would be fine as a replacement. That doesn't necessarily mean you can't make it go to the graveyard and come back without giving a chance to respond, which would technically be correct, but it wouldn't be worth the effort of changing it in my opinion.

EDIT: Apparently you (gorem) already found that answer elsewhere.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby Sebs92 » 27 Sep 2014, 01:28

Not sure if this has happened for anyone else but several planeswalkers have been behaving oddly for me in the recent updates.

First off, the cards aren't restricted to using only a single loyalty ability each turn. The abilities still add/subtract loyalty counters properly but I'm able to activate them as many times as I want in a single turn so long as the planeswalker has enough loyalty counters to spend.

Second, when a planeswalker runs out of loyalty counters it is not sent to the graveyard. From there I am able to use its abilities in the same manner as the first problem.

The majority of planeswalkers I've been using have behaved in this manner including:

Elspeth, Sun's Champion
Kiora, the Crashing Wave
Xenagos, the Reveler

Note that these cards worked fine for me before and only starting behaving strangely in more recent updates. Oddly enough, I've noticed that Jace, Architect of Thought still works fine just as it had before.

Keep up the good work!
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby thefiremind » 27 Sep 2014, 09:34

Sebs92 wrote:Not sure if this has happened for anyone else but several planeswalkers have been behaving oddly for me in the recent updates.
Make sure you don't have an outdated Planeswalker manager in another WAD. If you can, try to use those Planeswalkers just with my WAD, the dependencies (Riiak's manual mana and/or ObjectDC) and the WAD where you have the deck(s), by temporarily moving all the other WAD files somewhere else. Let me know if the problem persists by doing this.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby Kithkin » 27 Sep 2014, 11:10

I just did a test with VXP's RUG Walkers deck, which includes several Planeswalkers, and i can NOT confirm the issue.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby volrathxp » 27 Sep 2014, 13:02

I've never encountered that issue either using any of the listed walkers.

TFM: any plans for new Sorin/Sarkhan?
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby Kithkin » 27 Sep 2014, 13:57

volrathxp wrote:TFM: any plans for new Sorin/Sarkhan?
Yes, please. [-o<
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby Sebs92 » 27 Sep 2014, 15:13

thefiremind wrote:
Sebs92 wrote:Not sure if this has happened for anyone else but several planeswalkers have been behaving oddly for me in the recent updates.
Make sure you don't have an outdated Planeswalker manager in another WAD. If you can, try to use those Planeswalkers just with my WAD, the dependencies (Riiak's manual mana and/or ObjectDC) and the WAD where you have the deck(s), by temporarily moving all the other WAD files somewhere else. Let me know if the problem persists by doing this.
The problems stopped after removing DATA_DLC_LEGACY.wad from my game folder. I figured it might be a conflict between certain mods as no one else seemed to be seeing the same issue. Thanks for the help!
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby thefiremind » 27 Sep 2014, 18:00

volrathxp wrote:TFM: any plans for new Sorin/Sarkhan?
I thought they weren't needed here since they appear on this list.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby volrathxp » 27 Sep 2014, 19:57

thefiremind wrote:
volrathxp wrote:TFM: any plans for new Sorin/Sarkhan?
I thought they weren't needed here since they appear on this list.
Hmm. Honestly, I think I'd rather keep all the walkers in one wad, it just makes more sense that way there aren't more than one of the function files that holds the Planeswalker name sets floating around.

I'll look at the code on those, though, and see what I find out. Maybe we can just add them to the Planeswalker mod. It would make a lot more sense in the long run that if people want the walkers, to have it as part of this mod so that any changes made to the backing functionality is made in one place.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby Tejahn » 28 Sep 2014, 00:16

thefiremind wrote:
volrathxp wrote:TFM: any plans for new Sorin/Sarkhan?
I thought they weren't needed here since they appear on this list.
I was actually waiting on you to include them as well. I agree that they should be included in one WAD.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby thefiremind » 28 Sep 2014, 08:38

Tejahn wrote:I was actually waiting on you to include them as well. I agree that they should be included in one WAD.
Then you'll have to wait longer, because I don't feel like updating the pool these days.
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Re: TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

Postby volrathxp » 28 Sep 2014, 13:06

What if we just sent you the stuff? Tehjan has got them pretty well done (just need to fix Sarkhans second part of his emblem), we'd just need to update the functions file with the names at that point.
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