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Re: Eldritch Moon - CW Development

Postby Splinterverse » 12 Sep 2016, 01:23

Xander9009 wrote:Just noticed, your murder is messed up because its ArtID value is its MultiverseID. That's more or less how it's handled in many other mods, but in the CW (except in special cases) the ArtID should be the same as the CARDNAME value.
Glad you caught it.

I am enjoying working on this stuff. Takes me back to the developer days and I am learning a lot from your tips and review of my code.

When I get back, I can work on what's left of EMN or start on Conspiracy Take the Crown (at least the cards that will work). Or, I can look at the missing cards list and work on some of those.

Thanks for the help!! See you Thursday-ish.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 12 Sep 2016, 23:48

Hey. Just noticed the list updates. Thanks for updating it.

I uploaded these previously and tested them:
Gavony Unhallowed
Graf Harvest
Tree of Perdition

Didn't see them as marked complete, so I wanted to make sure that I didn't upload them incorrectly or something.
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 12 Sep 2016, 23:57

Splinterverse wrote:Hey. Just noticed the list updates. Thanks for updating it.

I uploaded these previously and tested them:
Gavony Unhallowed
Graf Harvest
Tree of Perdition

Didn't see them as marked complete, so I wanted to make sure that I didn't upload them incorrectly or something.
You did it right. I just hadn't noticed it. They've been marked now.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 13 Sep 2016, 09:40

I ended up with a little extra time, so I am starting at the top of the red spell list. Will reply to thread when I am done.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 13 Sep 2016, 11:04

Done for the time being (back Thursday at the latest).

Coded, tested, and uploaded:
Blood Mist
Brazen Wolves
Deranged Whelp (this one was fine as is in your .zip, Xander, so I left your tags)
Distemper of the Blood
Harmless Offering
Incendiary Flow
Make Mischief

Coded but not tested (and not uploaded):
Abandon Reason
Alchemist's Greeting
Assembled Alphas
Bedlam Reveler
Bold Impaler
Furyblade Vampire
Galvanic Bombardment
Insatiable Gorgers

I will test the above when I am able to return to this work (Thursday most likely).
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 13 Sep 2016, 15:22

Awesome! They've all been marked as either coded or complete. Pretty soon, I'll be done with the functions I was working on, and then I can go through and code the missing cards, such as Blessed Alliance.
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 13 Sep 2016, 20:25

Oh, hey, I forgot to mention it before, but you pointed out you'd sat through a lot of test games. If you're not using Favor of the Gods, you should. It's a test card a made a long time ago. It's missing a bunch of text permanent entries, so many of the abilities are things like "CARD_QUERY_MODE_FAVOR_GODS_SHUFFLE_GRAVEYARD", but if you just poke around the abilities, you'll figure them out pretty quickly.

Most abilities have a number choice, so you can choose, for instance, to place 7 +1/+1 counters on target creature. Or deal 4 damage to target creature. Or make 2 tokens of each kind.
Code: Select all
Mana (any kind)
Create tokens (6 kinds, each a different P/T, color, and type)
Populate
Proliferate
Anti Proliferate


Search your library.
Search your graveyard.
Mill all lands from your library.
Play all lands from your library.
Shuffle Your graveyard into your library.
Shuffle your library.

Affect target permanent:
   Destroy
   Exile
   Tap/Untap (automatically chooses based on curent state)
   Bounce (to hand)
   Forget (to library)

Affect target creature or planeswalker:
   Damage
   +1/+1 Counters
   +1/+0 Counters
   +0/+1 Counters
   -1/-1 Counters
   Loyalty Counters
   Grant Ability:
      Haste
      Vigilance
      First Strike
      Deathtouch
      Flying
      Unblockable
      Super Blocker (Palace Guard)

Play permanents from your hand.
Cast spells from your hand for free.
Counter Target spell.
Copy target spell.
Copy target permanents.

Target player:
   Draws cards.
   Discards cards.
   Mills cards.
   Gains life.
   Loses life.
   Takes damage.
   Takes an extra turn (ONLY CHOOSE 1!)

Choose a player. Then:
   Search their library or graveyard for cards to put into their hand.
   Play a permanent of your choice from their hand, library, or graveyard.
   Play all permanents from their hand.
   Shuffle their graveyard into their library.
   Play all lands in all of their zones.

Control various actions:
   Target creature:
      Must Attack
      Can't Attack
      Must Block
      Can't Block
   Target player gains control of target permanent.
   Toggle AI. The AI will still play lands, but should take no other actions except attacking and block when forced to. (Creatures that must attack or block will do so. All others are frozen.)

You can also control lots of permanents at once. First decide players:
   Choose one
   Your team
   Your opponents
   Everyone

Then decide what to do with the chosen players' permanents:
   Destroy
   Exile
   Tap
   Untap
   Bounce (to hand)
   Forget (to library)
To use the card, just put one copy into your deck. It'll automatically play itself at the beginning of the game (unless it's in an AI deck, in which case it exiles itself). It can be played from your hand, graveyard, and exile for free (unless it's in an AI deck). It's also got hexproof and flash (although it's activated ability lets you play it instantly without needing flash). It doesn't have other abilities, such as hexproof or anything like that. It's just set up so the AI can't affect it easily, and if it does, you can get it back no matter what happens.

I hope you find it useful in your testing.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 14 Sep 2016, 00:41

Nice, Xander. I was just thinking about making a few test cards. I was thinking about a 0 cost discard outlet (like Call of the Bloodline) to test Madness, and a series of 0 cost cards to hit Delirium quickly. I might make some soon. I will definitely check out yours too. Thanks for sharing.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 14 Sep 2016, 01:03

Coded, tested, uploaded:
Abandon Reason
Alchemist's Greeting
Bold Impaler

Still testing the rest from my list.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 14 Sep 2016, 01:57

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Re: Eldritch Moon - CW Development

Postby Xander9009 » 14 Sep 2016, 02:04

Updated.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 14 Sep 2016, 02:35

Wow. Favor of the Gods is a must. Testing goes so much faster! Thanks for that tip!

Coded, tested, uploaded:
Assembled Alphas
Furyblade Vampire

While working on Assembled Alphas, I realized that it was very similar to a missing card -- Bellowing Fiend. So, I coded that one and uploaded it along with some medium quality art. I will post a note in the community wad thread as well.

Will be back on Thursday (or sooner if I can sneak some time in).
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 15 Sep 2016, 10:30

Back online. Will be picking up with development of the red cards. Will post updates to this thread as I progress.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 15 Sep 2016, 14:49

I'm having issues coding Otherworldly Outburst.

I've tried several variations. In the first few attempts, the Eldrazi token appeared no matter what happened. In the current version, everything works but the Eldrazi token does not show up. I think something is wrong with my trigger code for when the target creature dies.

Here's my current code: http://pastebin.com/ak5pFKJt

Other cards are testing well. Should have a big batch of red to upload later today.
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 15 Sep 2016, 18:23

Glad to see you're back at it. I'll also be getting back to coding today. Yesterday I finished the code I was working on (at least, it seems finished...), and today will be the task of disseminating it to all cards with protection. Then, it's time to figure out how to adapt it to cards like Avalanche Tusker.

The first problem I see is that you've got an ability inside an ability. Ability blocks can contain many kinds of XML tags and blocks, but another ability is not one of them. Move the TRIGGERED_ABILITY block out of the SPELL_ABILITY block and see what happens.

Oh, and in the triggered ability, in its RTA, don't bother checking for TriggerObject() ~= nil. It doesn't matter if it's nil. Once it's triggered, you get the token no matter what. So the only thing that needs checked for being nil is "you", i.e. EffectController() ~= nil.

http://pastebin.com/jruKT0iU
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