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[REL] Riiak Shi Nal's DotP 2014 DLC v2.1.1

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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v1.0

Postby sumomole » 30 Sep 2013, 11:52

You forgot to define oCharacteristics. :wink:
Code: Select all
      <CONTINUOUS_ACTION layer="8">
      local nDefaultColour = COLOUR_WHITE
      local oCard = EffectSource()
      if (RSN_CheckSwitchToFallback( oCard )) then
         local nColour = RSN_GetLastProducedColour()
         if (nColour ~= COLOUR_COLOURLESS) then
            oCharacteristics:GrantAbility( nColour )
         else
            oCharacteristics:GrantAbility( nDefaultColour )
         end
      end
      </CONTINUOUS_ACTION>
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby RiiakShiNal » 30 Sep 2013, 13:18

I must have removed the definition somewhere in cleanup, because I definitely remember testing the new code. #-o

Regardless, thanks for pointing it out. This has now been fixed in v2.1.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v1.0

Postby thedoo » 30 Sep 2013, 22:28

RiiakShiNal wrote:
thedoo wrote:Still having issues with cards not getting overwritten. Did a 1v1 with the AI, no other mods installed other than this. Tried Sliver Hive vs Sliver Hive, pretty much all of the land was not overwritten. Also the same with Swords of the Samurai vs Sword of the Samurai.
I've updated the order attribute to try and give it higher priority than the expansion so re-download it and try again. If this doesn't work then the only other thing I can think of is that you have some other mod that is interfering.

Edit: v2.0 of the Core is now up with important bug fixes for many cards along with many new cards. Of particular note is Shizuko, Caller of Autumn which shows off some of Manual Mana 2.0's new functionality.
That seemed to have fixed it.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby binibirocha » 16 Nov 2013, 00:22

Hi! I noticed that the RSN version of Sunpetal Grove came into the battlefield tapped even though I have Temple Garden in play. As I view the code it says FE_NAME so the subtype of Temple Grove was not read but anyway I love using your manual mana function except for the mana producing creatures because of the fact like Grove of the Guardian requiring untapped creatures.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby RiiakShiNal » 16 Nov 2013, 14:56

My mistake, I set up the condition wrong, I will fix it as soon as I have my development machine back up and running (currently trying to resolve hard drive issues).
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby wtb300 » 17 Nov 2013, 10:32

Im having an issue with the deck builder not being able to read xmls that i add. most recently an xml for artful dodge.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ARTFUL_DODGE_100262840" />
  <CARDNAME text="ARTFUL_DODGE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Artful Dodge]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="100262840" />
  <ARTID value="100262840" />
  <ARTIST name="Tomasz Jedruszek" />
  <CASTING_COST cost="{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Those who know the alleys and sewers of the Erdwal can disappear like smoke.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Sorcery" />
  <EXPANSION value="DKA" />
  <RARITY metaname="C" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Target creature can’t be blocked this turn.]]></LOCALISED_TEXT>
  </SPELL_ABILITY>
  <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_GAIN_UNBLOCKABLE" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <CONTINUOUS_ACTION layer="6">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_UNBLOCKABLE, 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </SPELL_ABILITY>
  <SPELL_ABILITY>
  <UTILITY_ABILITY qualifier="Flashback" active_zone="ZONE_GRAVEYARD">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flashback {U}]]></LOCALISED_TEXT>
    <COST mana_cost="{U}" type="Mana" />
  </UTILITY_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_2" body="MORE_INFO_BADGE_BODY_2" zone="ZONE_ANY" />
  <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
I dont know that this code will work but it is in xml form so im not understanding why it cant find it so i can test the card. i added the xml to the card folder like normal but its not reading it
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby RiiakShiNal » 17 Nov 2013, 14:41

First off this is the wrong topic for problems with Deck Builder the correct thread is in the Utilities sub-forum: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Second the Deck Builder can't read invalid XML (it will generate an error log with a message about this card) because the XML parser can't handle it. There are at least 2 places where you have written invalid XML, the first ability you close the SPELL_ABILITY twice (even though it is only opened once) and immediately after the second closing you open a new SPELL_ABILITY that you never close.

Invalid XML can also be quite easily found by trying to open the XML file in FireFox, it will tell you the XML is invalid and point out where it is invalid.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby wtb300 » 17 Nov 2013, 19:42

I see. this is about the third time ive miss posted on a topic as im an FNG. and my error with that code was not paying attention with my copy/past, another fine example of my noobness. really sorry for the topic issue and your help is much appriciated.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby RiiakShiNal » 17 Nov 2013, 20:05

wtb300 wrote:I see. this is about the third time ive miss posted on a topic as im an FNG. and my error with that code was not paying attention with my copy/past, another fine example of my noobness. really sorry for the topic issue and your help is much appriciated.
I'm not familiar with FNG is that:
  • Fun Number Generator
  • Funky New Guide
  • Fantastic Noob Guy/Girl
  • Funny News Gobbler
  • Frantic Null Gambit
  • Frenzied Norse Giant
Or some other combination?
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby wtb300 » 17 Nov 2013, 22:53

lol its Fing New Guy
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby binibirocha » 26 Nov 2013, 15:12

RiiakShiNal wrote:My mistake, I set up the condition wrong, I will fix it as soon as I have my development machine back up and running (currently trying to resolve hard drive issues).
Thanks. Could you also include all the scry lands from Theros and all 10 shocklands from RTR because the only land I see is Blood Crypt. I wish you luck resolving your hard drive issues.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby RiiakShiNal » 26 Nov 2013, 21:21

binibirocha wrote:Thanks. Could you also include all the scry lands from Theros and all 10 shocklands from RTR because the only land I see is Blood Crypt. I wish you luck resolving your hard drive issues.
Once I've had a chance to replace the hard drive and pull the data off of it it should be pretty easy (all the hard work is already done, it's just a matter of generating the card, then copying abilities from other cards), though there are only 5 shocklands in Return to Ravnica, the other 5 are in Gatecrash.

For example to make Breeding Pool you can copy the manual mana abilities from Simic Guildgate and the ETB from Blood Crypt. To make Temple of Abandon copy Gruul Guildgate then add an ETB Scry 1 from pretty much any card with Scry (it's pretty easy to change from a SPELL_ABILITY to a TRIGGERED_ABILITY if copying from an Instant or Sorcery).
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby wtb300 » 08 Dec 2013, 02:38

Im only posting here because this card worked fine until i added an ability that uses rsn mana functions. the card works fine while in use but after i win or quit a duel the game crashes and i get a minidump. playing without this card in the deck doesn't have this issue so i assume it may be the rsn function since as i stated this didnt happen until i added the ability.

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="FIFTH_SEAL_300005" />
  <CARDNAME text="FIFTH_SEAL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Fifth Seal]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="300005" />
  <ARTID value="300005" />
  <ARTIST name="wtb300" />
  <CASTING_COST cost="{R}" />
  <TYPE metaname="Artifact" />
  <SUB_TYPE metaname="Seal" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <PLAY_TIME_ACTION>
    RSN_MarkManaAbilityStart()
    local oPlayer = EffectController()
    local oCard = EffectSource()
    if (oPlayer ~= nil) then
       oPlayer:BeginNewMultipleChoice()
       oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
       oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
       oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
       oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
       oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
       oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
    end
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local nColour = EffectController():GetMultipleChoiceResult() + 1
    if (nColour == COLOUR_BLACK) then
       RSN_Produce( "{B}", 1 )
    elseif (nColour == COLOUR_BLUE) then
       RSN_Produce( "{U}", 1 )
    elseif (nColour == COLOUR_GREEN) then
       RSN_Produce( "{G}", 1 )
    elseif (nColour == COLOUR_RED) then
       RSN_Produce( "{R}", 1 )
    elseif (nColour == COLOUR_WHITE) then
       RSN_Produce( "{W}", 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    RSN_EliminateExtraManaTokens()
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    G2K_DisplayManaPool(EffectController())
    RSN_MarkManaAbilityEnd()
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY window_step="upkeep" type="window" />
    <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="end_of_turn" type="window" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
    <AI_AVAILABILITY type="in_response" response_target="1" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Fifth Seal leaves the battlefield, put five 1/1 white Spirit creature tokens with flying onto the battlefield.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_SPIRIT_1_1_W_F_350803", 5, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_SPIRIT_1_1_W_F_350803" />
  <SFX text="COMBAT_GREEN_MAGIC_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_GREEN_MAGIC_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="-450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>

any help is appreciated.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby RiiakShiNal » 08 Dec 2013, 04:05

Your problem is that you did not put in the TOKEN_REGISTRATIONs required for the card. As you can select any of the 5 different colours you need to have TOKEN_REGISTRATIONs for each of the 5 colours.
Code: Select all
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_R" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
This is a common problem with cards that use tokens of any kind (not just mana tokens).

Additionally, you are missing other related abilities to make sure the card works in as many situations as possible. It is missing the ability to clear produced mana colours as well as a fallback in case activated abilities are shut down. Considering the ability you should look at my Birds of Paradise for what abilities you are missing.
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Re: [REL] Riiak Shi Nal's DotP 2014 DLC v2.1

Postby wtb300 » 08 Dec 2013, 05:37

I can't believe I forgot the token registry, thanks for the help.
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