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2014
Programs with AI or Rules Enforcement
Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels)
2014
BloodReyvyn's Mods 2014 [34 Decks]
Moderator: CCGHQ Admins
Re: BloodReyvyn's Mods 2014 v3.0
by RiiakShiNal » 15 Jul 2013, 13:47
No problem, I had just had several crashes myself due to the same issue so I recognized the symptoms.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
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- Has thanked: 75 times
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Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 15 Jul 2013, 21:56
Deck 5 is finally up. I hope you all enjoy it as some cards were giving me issues. Pretty big update to the core (22 new cards).
There may still be one culprit, as I have had exactly one random crash since I finished the deck, and I am trying to narrow down the culprit. Although, if you figure it out first, post it up here so I can get it fixed asap, thank you.
There may still be one culprit, as I have had exactly one random crash since I finished the deck, and I am trying to narrow down the culprit. Although, if you figure it out first, post it up here so I can get it fixed asap, thank you.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-

BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: BloodReyvyn's Mods 2014 v4.0
by Foren » 15 Jul 2013, 22:33
For some reason the game crashes when I try to actually play the Multiplicity deck. I can change cards in deck manager but when I try to play against random or standard deck it loads for a bit and then crashes.
Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 15 Jul 2013, 22:55
Hmmm well at least it's still consistently with that deck. I am currently going card by card through the deck looking for any errors or missed registrations... hopefully I will have a fix before the day is through.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: BloodReyvyn's Mods 2014 v4.0
by Foren » 15 Jul 2013, 23:08
That would be quite nice. I've really liked some of the cards you added to that deck and I'd love to check them out!
Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 15 Jul 2013, 23:33
Well, I found and corrected a problem with Verdant Embrace (and updated the core) but I am still getting crashes... the search continues....
EDIT: Updated the Core wad (AGAIN!
), but I still got a crash after testing, when the match was over... and apparently missed a couple other bugs that are hopefully fixed now. Rhys the Redeemed actually duplicates tokens properly now (Before he would only copy some or none, so I re-wrote the entire ability and he works great now) and, thanks to thefiremind, Giantbaiting is actually working perfectly (Guess I'll have to find more conspire cards to make
).
I am assuming one of the few cards I have yet to be able to play in-game are the culprit, but I've gone over those XMLs for hours and found nothing.
The cards in question are: Leyline of the Meek, Parallel Lives, and Verdant Embrace. They were the last 3 cards I created and everything else worked fine before I added them, though even removing all 3 seems to still make me crash when the match is over, so I'm stumped... Hopefully, one of you fine coding moguls could glance over some of the XMLs and save me at least a little time. If not, I'll be here trying to troubleshoot issues until about midnight.
EDIT: Updated the Core wad (AGAIN!
I am assuming one of the few cards I have yet to be able to play in-game are the culprit, but I've gone over those XMLs for hours and found nothing.
The cards in question are: Leyline of the Meek, Parallel Lives, and Verdant Embrace. They were the last 3 cards I created and everything else worked fine before I added them, though even removing all 3 seems to still make me crash when the match is over, so I'm stumped... Hopefully, one of you fine coding moguls could glance over some of the XMLs and save me at least a little time. If not, I'll be here trying to troubleshoot issues until about midnight.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-

BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 16 Jul 2013, 02:12
I think I may have narrowed the problem down to Sundering Growth...
I am also getting a Script Log on Rith's Charm that I am looking into right now: "[lua] [string "RITHS_CHARM_209152_TITLE (TARGET_DEFINITION)~0x00000429"]:3:
call parameter mismatch - too many or too few a parameter count declared, method Add in class __Filter"
It wasn't allowing me to prevent damage from a target, so I am fairly sure that is the problem there but hadn't been able to see any logs because of the CTD errors.
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SUNDERING_GROWTH_265415" />
<CARDNAME text="SUNDERING_GROWTH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sundering Growth]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Croissance morceleuse]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Crecimiento quebrador]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Trennendes Wachstum]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Crescita Dilaniante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[隔離する成長]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[분쇄하는 성장]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Разрушающий Рост]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Crescimento Despedaçador]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="265415" />
<ARTID value="265415" />
<ARTIST name="David Palumbo" />
<CASTING_COST cost="{G/W}{G/W}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“One day every pillar will be a tree and every hall a glade.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Un jour, il y aura un arbre à la place de chaque colonne, et une clairière à la place de chaque hall. »
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Algún día toda columna será un árbol y todo salón será un claro.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Eines Tages wird jede Säule ein Baum und jede Halle eine Lichtung sein.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Un giorno ogni colonna sarà un albero e ogni sala una radura.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「いつの日か、すべての柱は木立となり、すべての集会所は空き地となるでしょう。」
――トロスターニ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“언젠가 모든 기둥은 나무가 되고 모든 방은 숲이 될 것이다.”
—트로스타니]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Когда-нибудь каждая колонна станет деревом, а каждая зала — поляной».
— Тростани]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Um dia, todo pilar será uma árvore, e todo salão, uma clareira.”
— Trostani]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="RTR" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Destroy target artifact or enchantment, then populate.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Détruisez l’artefact ciblé ou l’enchantement ciblé, puis peuplez.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destruye el artefacto o encantamiento objetivo, luego repuebla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zerstöre ein Artefakt oder eine Verzauberung deiner Wahl und führe dann Bevölkern durch.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distruggi un artefatto o un incantesimo bersaglio, poi popola.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アーティファクト1つかエンチャント1つを対象とし、それを破壊する。その後居住を行う。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[마법물체 또는 부여마법 한 개를 목표로 정한다. 그 목표를 파괴한 후 소집한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Уничтожьте целевой артефакт или чары, затем используйте Заселение.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Destrua o artefato ou encantamento alvo e depois povoe.]]></LOCALISED_TEXT>
<SFX text="TARGET_GREEN_MAGIC_PLAY" />
<TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_OR_ENCHANTMENT_TO_DESTROY" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
local subfilter = filter:AddSubFilter_Or()
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Destroy()
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_TOKEN_TO_POPULATE" definition="1" compartment="0" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add( FE_IS_TOKEN, true )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
MTG():PutTokenCopiesOntoBattlefield( target, 1, EffectController() )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</SPELL_ABILITY>
</CARD_V2>
I am also getting a Script Log on Rith's Charm that I am looking into right now: "[lua] [string "RITHS_CHARM_209152_TITLE (TARGET_DEFINITION)~0x00000429"]:3:
call parameter mismatch - too many or too few a parameter count declared, method Add in class __Filter"
It wasn't allowing me to prevent damage from a target, so I am fairly sure that is the problem there but hadn't been able to see any logs because of the CTD errors.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-

BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: BloodReyvyn's Mods 2014 v4.0
by sumomole » 16 Jul 2013, 03:57
compartment="0" and EffectDC():Get_Targets(1) should use the same value, but the more important thing is populate ability don't have any target.BloodReyvyn wrote:I think I may have narrowed the problem down to Sundering Growth...
I took them all out of the deck and FINALLY no crash. I recently wrote this card over because the Populate mechanic wouldn't trigger.
I am also getting a Script Log on Rith's Charm that I am looking into right now: "[lua] [string "RITHS_CHARM_209152_TITLE (TARGET_DEFINITION)~0x00000429"]:3:
call parameter mismatch - too many or too few a parameter count declared, method Add in class __Filter"
It wasn't allowing me to prevent damage from a target, so I am fairly sure that is the problem there but hadn't been able to see any logs because of the CTD errors.
- Code: Select all
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add( FE_IS_TOKEN, true )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
EffectController():ChooseItem( "CARD_QUERY_CHOOSE_TOKEN_TO_POPULATE", EffectDC():Make_Targets(1) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local targetCard = EffectDC():Get_Targets(1):Get_CardPtr(0)
if targetCard ~= nil then
MTG():PutTokenCopiesOntoBattlefield( targetCard, 1, EffectController() )
end
</RESOLUTION_TIME_ACTION>
-

sumomole - Programmer
- Posts: 611
- Joined: 07 Jun 2011, 08:34
- Has thanked: 51 times
- Been thanked: 234 times
Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 16 Jul 2013, 04:16
Well, I definitely narrowed down the crashes to Sundering Growth.
Weird, I fixed that error this morning (When I said I updated the wad) I posted the current code below Rith's Charm code here:
Weird, I fixed that error this morning (When I said I updated the wad) I posted the current code below Rith's Charm code here:
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="RITHS_CHARM_209152" />
<CARDNAME text="RITHS_CHARM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Rith’s Charm]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="209152" />
<ARTID value="209152" />
<ARTIST name="David Martin" />
<CASTING_COST cost="{R}{G}{W}" />
<TYPE metaname="Instant" />
<EXPANSION value="DDE" />
<RARITY metaname="U" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Scegli una — Distruggi una terra non base bersaglio; oppure metti sul campo di battaglia tre pedine creatura Saprolingio 1/1 verdi; oppure previeni tutto il danno che una fonte a tua scelta infliggerebbe in questo turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Choose one — Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.]]></LOCALISED_TEXT>
<MODE_SELECT tag="MODE_CHOOSE_ONE">
<MODE tag="MODE_RITHCHARM_DESTROY" index="1" />
<MODE tag="MODE_RITHCHARM_SAPROLINGS" index="2" />
<MODE tag="MODE_RITHCHARM_PREVENT_DAMAGE" index="3" />
</MODE_SELECT>
<TARGET tag="CARD_QUERY_CHOOSE_LAND_DESTROY" definition="0" compartment="0" mode="1" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_SUPERTYPE, OP_NOT, SUPERTYPE_BASIC )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION mode="1">
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Destroy()
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION mode="2">
MTG():PutTokensOntoBattlefield( "TOKEN_SAPROLING_1_1_G_350772", 3, EffectController() )
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_SOURCE_PREVENT_DAMAGE" definition="1" compartment="0" mode="3" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:SetFilterType( FILTER_TYPE_CARDS )
filter:Add( FE_ZONE, OP_IS, ZONE_ANY)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION layer="6" mode="3">
local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, target)
MTG():CreateDelayedTrigger(2, delayDC)
end
</RESOLUTION_TIME_ACTION>
<DURATION simple_duration="UntilEOT" mode="3" />
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="2">
<TRIGGER value="SOURCE_DEALS_DAMAGE" pre_trigger="1">
return TriggerObject() == EffectDC():Get_CardPtr(1)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if EffectController() ~= nil then
EffectController():GainLife( Damage():PreventAll() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TOKEN_REGISTRATION reservation="1" type="TOKEN_SAPROLING_1_1_G_350772" />
</CARD_V2>
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SUNDERING_GROWTH_265415" />
<CARDNAME text="SUNDERING_GROWTH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sundering Growth]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Croissance morceleuse]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Crecimiento quebrador]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Trennendes Wachstum]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Crescita Dilaniante]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[隔離する成長]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[분쇄하는 성장]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Разрушающий Рост]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Crescimento Despedaçador]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="265415" />
<ARTID value="265415" />
<ARTIST name="David Palumbo" />
<CASTING_COST cost="{G/W}{G/W}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“One day every pillar will be a tree and every hall a glade.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Un jour, il y aura un arbre à la place de chaque colonne, et une clairière à la place de chaque hall. »
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Algún día toda columna será un árbol y todo salón será un claro.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Eines Tages wird jede Säule ein Baum und jede Halle eine Lichtung sein.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Un giorno ogni colonna sarà un albero e ogni sala una radura.”
—Trostani]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「いつの日か、すべての柱は木立となり、すべての集会所は空き地となるでしょう。」
――トロスターニ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“언젠가 모든 기둥은 나무가 되고 모든 방은 숲이 될 것이다.”
—트로스타니]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Когда-нибудь каждая колонна станет деревом, а каждая зала — поляной».
— Тростани]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Um dia, todo pilar será uma árvore, e todo salão, uma clareira.”
— Trostani]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Instant" />
<EXPANSION value="RTR" />
<RARITY metaname="C" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Destroy target artifact or enchantment, then populate.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Détruisez l’artefact ciblé ou l’enchantement ciblé, puis peuplez.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destruye el artefacto o encantamiento objetivo, luego repuebla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zerstöre ein Artefakt oder eine Verzauberung deiner Wahl und führe dann Bevölkern durch.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Distruggi un artefatto o un incantesimo bersaglio, poi popola.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アーティファクト1つかエンチャント1つを対象とし、それを破壊する。その後居住を行う。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[마법물체 또는 부여마법 한 개를 목표로 정한다. 그 목표를 파괴한 후 소집한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Уничтожьте целевой артефакт или чары, затем используйте Заселение.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Destrua o artefato ou encantamento alvo e depois povoe.]]></LOCALISED_TEXT>
<SFX text="TARGET_GREEN_MAGIC_PLAY" />
<TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_OR_ENCHANTMENT_TO_DESTROY" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
local subfilter = filter:AddSubFilter_Or()
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
target:Destroy()
end
</RESOLUTION_TIME_ACTION>
<TARGET tag="CARD_QUERY_CHOOSE_TOKEN_TO_POPULATE" definition="1" compartment="0" count="1" />
<TARGET_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add( FE_IS_TOKEN, true )
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target ~= nil then
MTG():PutTokenCopiesOntoBattlefield( target, 1, EffectController() )
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</SPELL_ABILITY>
</CARD_V2>
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
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BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: BloodReyvyn's Mods 2014 v4.0
by Foren » 16 Jul 2013, 04:27
So, is it finally safe to play the deck?
Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 16 Jul 2013, 04:33
Right now it's fine as long as you remove Sundering Growth from the deck in the deck editor. Still looking for the problem and not finding one. 
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-

BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: BloodReyvyn's Mods 2014 v4.0
by Foren » 16 Jul 2013, 04:57
Everything's working smoothly so far. Good luck with fixing the Sundering Growth!
Re: BloodReyvyn's Mods 2014 v4.0
by Foren » 16 Jul 2013, 05:11
Quick update. Assemble the Legion works but it doesn't show any counters putting on it nor just showing their existance
Re: BloodReyvyn's Mods 2014 v4.0
by Foren » 16 Jul 2013, 05:22
Oh and persona's icon represents Jarad rather than mentioned Emmara 
Re: BloodReyvyn's Mods 2014 v4.0
by BloodReyvyn » 16 Jul 2013, 05:49
Well, after substituting my Populate code with sumomole's I was able to play a whole match with no crashes... and added a new promo unlock while I was messing with it. 
FINALLY!!!! I need some rest from this code, be back tomorrow.
I moved the token registration for the muster counters back to where I originally had them, hopefully that will fix the invisible counter issue.
I also fixed the Backplate issue, apparently I forgot to change one of the image names in the AI file.
FINALLY!!!! I need some rest from this code, be back tomorrow.
I moved the token registration for the muster counters back to where I originally had them, hopefully that will fix the invisible counter issue.
I also fixed the Backplate issue, apparently I forgot to change one of the image names in the AI file.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-

BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
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