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2014




Kaladesh - Development
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Re: Kaladesh - Development
by Splinterverse » 28 Sep 2016, 15:52
No worries. I didn't notice it was a duplicate.Xander9009 wrote:I removed the new version of demolish because there was already one in the CW. I copied over the new flavortext, the artist (since it likely ended up with the new art), and added you as an editor to the original. Just trying to avoid unnecessary duplicates (one of the major goals of the CW). Also, going to go update the OP now with the new cards.
Quick question -- how do you handle more than one multiple choice questions in the same card? Is there a way to assign them an id so that the results don't get mixed together?
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- Splinterverse
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 15:53
You just have to ask one, store the result, and then ask the other.
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Xander9009 - Programmer
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 16:09
Rashmi Eternities Crafter - Reveal only seems to work sometimes. It never reveals if you're the controller and the only human player. GuidedReveal always work. GuidedReveal needs two parameters. From_Zone and To_Zone. GuidedReveal(ZONE_LIBRARY, ZONE_HAND) would show it going from your library to your hand.Splinterverse wrote:Many thanks to Xander for fixes to get most of these done!
Unless noted, these uploads included LQ art.
--BLACK--
Midnight Oil
Morbid Curiosity
Subtle Strike
Tidy Conclusion
--BLUE--
Malfunction
Saheeli's Artistry
--GREEN--
Cultivator of Blades (including HQ promo art, regular HQ unavailable)
Take Down
--ARTIFACTS--
Bomat Courier
Scrapheep Scrounger
--MULTI-COLOR--
Veteran Motorist
--LANDS--
Sequestered Stash
--PROBLEM CARDS--
Rashmi Eternities Crafter http://pastebin.com/HVy1hT9E Everything is working except reveal. Maybe there needs to be a confirmation dialog box or something?
Revolutionary Rebuff http://pastebin.com/fcmBXygY Everything seems to be working up until the targeted player is asked to pay 2 or not. The multiple choice question never pops up. A window does appear, but it just hangs and I have to exit.
Self-Assembler http://pastebin.com/qZTBmHXz Replaced Assembly- with no hyphen everywhere except instructional text and it doesn't search library.
-- NOTES --
1. Xander, how are "added" types shown in the mod? Saheeli's Artistry (uploaded moments ago) adds Artifact type to the token it creates and I can't tell in-game if it has in fact added that (no change to mid-line of card). Everything else on the card is working so I'm hopeful that it is in fact being added.
2. Sequestered Stash (uploaded) appears to be working but the milling happens so fast, it seems like it is still pulling out the artifacts from the graveyard BEFORE adding the milled cards in. It's like they are both happening simultaneously. Maybe I need to add a delay or something?
3. Can I set a stored DC int in a utility cost and reference it later in a spell ability? If so, do I add linked ability to each one's tag?
4. Is there something we have to do to get the cards to show their abilities via hovering over them?
5. [EDIT TO ADD THIS QUESTION] Is there a way to refresh the Deck Builder without exiting and reloading (it takes so long)?
Revolutionary Rebuff - Not sure yet.
Self-Assemlber - The specs file had ASSEMBLY-WORKER instead of ASSEMBLYWORKER because I tried to test out if I could make it work with the current version and forgot to change it back (probably because I was super tired at the time). It's fixed and tested.
Saheeli's Artistry - The mind-line should change. You can use Debug("Some Message") to show a message in-game. Debug("Variable K is currently", K) will concatenate the message with the contents of the variable 'K'.
Sequestered Stash - If it's working, it's working. Even if it seems to be a bit fast, it's working properly, and that's all that matters. There is no way to add a delay without making the code run incorrectly. (For the record, I did test it to make sure it's working right.)
3 - Yes, but depending on the exact circumstances, it might be tricky or not. If it's an additional or alternate cost, you might be able to store it in an EffectDC():Set_Int(#) register and be able ot access it later.
If that doesn't work (and it probably won't), you might need to change it to a LinkedDC(), in which case yes, you need to add linked_ability_group="1" to each ability that uses LinkedDC().
If that doesn't work either, you'll need to use RSN_ObjectDC(). But if it changes zones and you still need to access the ObjectDC(), you'll need to protect the chest right before it changes zones using
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protects ObjectDC.
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
If you have more specific questions, post some code you're trying to make work and I'll look at it.
4 - That is 100% automated. It's all handled via the UI and the engine, so there's nothing to really do about that. Only abilities currently active on the card will show.
5 - Tools>Refresh Data. This should do everything restarting it would do except run the error checking. If there's an XML error or something it would normally show, it will not do so using this method.
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Xander9009 - Programmer
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Re: Kaladesh - Development
by Splinterverse » 28 Sep 2016, 16:19
Thanks for the feedback. I will incorporate those recommendations in just a bit.
I should have been more clear on question 4. Is there something we need to do on the forums to get the cards to show their abilities on hover? Not a big deal. Just wondering if it was something we had to do or if the site owners' handle it.
I should have been more clear on question 4. Is there something we need to do on the forums to get the cards to show their abilities on hover? Not a big deal. Just wondering if it was something we had to do or if the site owners' handle it.
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 16:25
Ah, my bad. Actually, the forum highlighting is controlled behind the scenes. When new sets come out, those who run the forums have to get all of the new info incorporated before it will work. All you have to do is make sure they're typed properly (capitalized and what-not), and they'll automatically be highlighted... when the forum is updated.
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 16:47
Aetherstorm Roc - First up, it shouldn't have replacement_effect. Secondly, it should be a normal target tag for what to tap. The target is chosen whether you choose to use the ability or not. Remember that CW_Cost_CanPayEnergy doesn't need the player specified unless it's not EffectController(). AI_AVAILABILITY has no meaning in a triggered ability (it's for activated abilities). Try this, and let me know if/how it fails.Splinterverse wrote:Aetherstorm Roc (as well as most of my Work-In-Progress cards) http://pastebin.com/uZbmaFT0 The issue is paying an energy cost in a triggered ability. I've tried many variations of this code. I've tried putting a check for available energy in the trigger code. At this point, this particular code is auto-firing without asking (which it should since it has a may clause) and it's not paying the cost.
Confiscation Coup http://pastebin.com/keCVE60Z Targeting works as does cmc calculation, but taking control of the target object does not work. The paying of the energy cost doesn't work either, but that could be because the control part misfires.
Consulate Surveillance http://pastebin.com/HGMBX7St The effect on entry works. Activation and targeting works, but the damage the targets do to me is not prevented.
Deadlock Trap http://pastebin.com/gSn37CyJ This one is almost there. Everything works, except it won't let me target a planeswalker. Other than that, everything performs as it should.
Janjeet Sentry http://pastebin.com/aX2mKnME I had this working with a clunky multiplechoice for whether you wanted to tap or untap, but I am trying to remove that. Now, it selects the target and pays the cost, but then no tapping/untapping occurs.
- Untested | Open
- Code: Select all
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Aetherstorm Roc attacks, you may pay two energy counters. If you do, put a +1/+1 counter on it and tap up to one target creature defending player controls.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Rokh tempéther attaque, vous pouvez payer two energy counters. Si vous faites ainsi, mettez un marqueur +1/+1 sur lui et engagez jusqu’à une créature ciblée que le joueur défenseur contrôle.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Roc de vendaval etéreo ataque, puedes pagar two energy counters. Si lo haces, pon un contador +1/+1 sobre él y gira hasta una criatura objetivo que controla el jugador defensor.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Äthersturm-Roc angreift, kannst du two energy counters bezahlen. Falls du dies tust, lege eine +1/+1-Marke auf ihn und tappe bis zu eine Kreatur deiner Wahl, die der verteidigende Spieler kontrolliert.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Roc dell’Etertormenta attacca, puoi pagare two energy counters. Se lo fai, metti un segnalino +1/+1 su di esso e TAPpa fino a una creatura bersaglio controllata dal giocatore in difesa.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[霊気嵐のロックが攻撃するたび、防御プレイヤーがコントロールするクリーチャー最大1体を対象とする。あなたはtwo energy countersを支払ってもよい。そうしたなら、霊気嵐のロックの上に+1/+1カウンターを1個置き、そのクリーチャーをタップする。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[에테르폭풍 로크가 공격할 때마다, 당신은 two energy counters를 지불할 수 있다. 그렇게 한다면, 에테르폭풍 로크에 +1/+1 카운터 한 개를 올려 놓고 수비플레이어가 조종하는 생물을 최대 한 개까지 목표로 정한다. 그 생물을 탭한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Рух Эфирных Вихрей атакует, вы можете заплатить two energy counters. Если вы это делаете, положите на него один жетон +1/+1 и поверните не более одного целевого существа под контролем защищающегося игрока.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Roca da Tempestade Etérea ataca, você pode pagar two energy counters. Se fizer isso, coloque um marcador +1/+1 nela e vire até uma criatura alvo que o jogador defensor controla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当乙太暴洛克鸟攻击时,你可以支付two energy counters。若你如此作,则在其上放置一个+1/+1指示物,并横置至多一个目标由防御牌手操控的生物。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當乙太暴洛克鳥攻擊時,你可以支付two energy counters。若你如此作,則在其上放置一個+1/+1指示物,並橫置至多一個目標由防禦玩家操控的生物。]]></LOCALISED_TEXT>
<TRIGGER value="ATTACKING" simple_qualifier="self" />
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_TAP" definition="0" compartment="0" count="1" up_to="1" />
<TARGET_DEFINITION id="0">
local oFilter = ClearFilter()
oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
oFilter:Add( FE_CONTROLLER, OP_IS, RSN_GetDefendingPlayer(EffectSourceLKI()))
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local oController = EffectController()
local oSource = EffectSource()
if oController ~= nil and oSource ~= nil and CW_Cost_CanPayEnergy(2) then
oController:BeginNewMultipleChoice()
oController:AddMultipleChoiceAnswer("CARD_QUERY_PAY_ENERGY_2")
oController:AddMultipleChoiceAnswer("CARD_QUERY_DO_NOTHING")
oController:AskMultipleChoiceQuestion("CARD_QUERY_AETHERBORN_ROC", oSource)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oController = EffectController()
if oController ~= nil and CW_Cost_CanPayEnergy(2) and oController:GetMultipleChoiceResult() == 0 then
CW_Cost_PayEnergy(2)
EffectDC():Set_Int(1, 1)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
if EffectDC():Get_Int(1) == 1 then
local oSource = EffectSource()
if oSource ~= nil then
oSource:AddCounters(MTG():PlusOnePlusOneCounters(), 1)
end
local oTarget = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if oTarget ~= nil then
oTarget:Tap()
end
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
</TRIGGERED_ABILITY>
- Untested | Open
- Code: Select all
<RESOLUTION_TIME_ACTION>
local oController = EffectController()
local oTarget = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if oTarget ~= nil and oController ~= nil then
local iCMC = oTarget:GetConvertedManaCost()
if CW_Cost_CanPayEnergy(iCMC) then
oController:BeginNewMultipleChoice()
oController:AddMultipleChoiceAnswer("CARD_QUERY_PAY_ENERGY_"..iCMC)
oController:AddMultipleChoiceAnswer("CARD_QUERY_DO_NOGHING")
oController:AskMultipleChoiceQuestion("CARD_QUERY_CONFISCATION_COUP")
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local oController = EffectController()
local oTarget = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
if oTarget ~= nil and oController ~= nil then
local iCMC = oTarget:GetConvertedManaCost()
if CW_Cost_CanPayEnergy(iCMC) and oController:GetMultipleChoiceResult() == 0 then
CW_Cost_PayEnergy(iCMC)
oTarget:SetBaseController(EffectController())
end
end
</RESOLUTION_TIME_ACTION>
Consulate Surveillance - You're storing the target in register 1, and then you're making a chest in register 1, which overwrites the target register.
Deadlock Trap - Never target a planeswalker like that. Same goes for enchantments. Always use CW_Filter_AddPlaneswalkers() and CW_Filter_AddEnchantments. Planeswalkers doesn't naturally work in DotP 2014. The ones we have are workarounds which are actually enchantments behind the scenes. So, those two card types need special filtering. Also, CW_General_IsPlaneswalker(oCard) and CW_General_IsEnchantment(oCard) is how you check if a card is a planeswalker or enchantment, not the normal oCard:GetCardTypes():Test(CARD_TYPE_PLANESWALKER) and oCard:GetCardTypes():Test(CARD_TYPE_ENCHANTMENT).
Janjeet Sentry - Line 91 - You call EffectDC():Get_CardPtr(0) instead of EffectDC():Get_Targets(0):Get_CardPtr(0). (Also, that block never uses 'player'. You can remove that line.)
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Xander9009 - Programmer
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Re: Kaladesh - Development
by Splinterverse » 28 Sep 2016, 16:58
WHITE
Coded, tested and uploaded:
Gearshift Ace
BLUE
Coded, tested and uploaded:
Era of Innovation
Glint-Nest Crane
BLACK
Coded, tested and uploaded:
Demon of Dark Schemes
Fortuitous Find
RED
Coded, tested and uploaded:
Start Your Engines
GREEN
Coded, tested and uploaded:
Sage of Shaila's Charm
Servant of the Conduit
MULTICOLOR
Coded, tested and uploaded:
Engineered Might
ARTIFACT
Coded, tested and uploaded:
Inventor's Goggles
Multi-Form Wonder
Self-Assembler
These cards are in progress:
Aetherstorm Roc
Confiscation Coup
Consuls Shieldguard
Deadlock Trap
Eddytail Hawk
Janjeet Sentry
Lathnu Hellion
Maulfist Doorbuster
Rashmi, Eternities Crafter
Riparian Tiger
Thriving Grubs
Thriving Ibex
Thriving Rats
Thriving Rhino
Voltaic Brawler
Cards that need feedback:
Eliminate the Competition http://pastebin.com/yRkykhVZ The sacrifice happens, but the destruction does not.
The following cards have a trigger for whenever you gain one or more energy counters:
-- Fabrication Module
--Territorial Gorger
For the above, I need to know how to set a trigger for that. I've looked at gain life and other triggers, but none of them seem to fit. Once I know how to do that, I can finish coding those.
Not planning to code these myself (at least any time soon):
Aetherborn Marauder -- "move any number of +1/+1 counters from other permanents you control onto Aetherborn Marauder." I'm sure this can be done, maybe using a bit of Bioshift.
Aetherflux Reservoir -- "gain 1 life for each spell you cast this turn." Not sure how we can track how many spells were cast this turn. I couldn't find any card already coded that was close to that. Willing to try coding it, once I know how to do that part.
Animation Module -- "Choose a counter on target permanent or player. Give that permanent or player another counter of that kind." Since the text applies to energy (and I'm assuming poison) as well as other types of counters, it's a bit complicated.
Eager Construct -- "each player may scry 1". Not sure how to give other players the opportunity to scry. All scrying examples I have found are for the controller.
Insidious Will -- it's a bit of a cluster. Not sure if or when I will get to this one. If anyone else wants to take a stab at it, please do.
Panharmonicon -- requires awarness of triggered ability firing, something that I don't think we've been able to code yet.
Notes:
I believe the above covers every remaining Kaladesh card. If I've missed anything, please let me know.
I will be working on Xander's recommended tweaks momentarily. I hope to have some/all updated and uploaded later today.
Coded, tested and uploaded:
Gearshift Ace
BLUE
Coded, tested and uploaded:
Era of Innovation
Glint-Nest Crane
BLACK
Coded, tested and uploaded:
Demon of Dark Schemes
Fortuitous Find
RED
Coded, tested and uploaded:
Start Your Engines
GREEN
Coded, tested and uploaded:
Sage of Shaila's Charm
Servant of the Conduit
MULTICOLOR
Coded, tested and uploaded:
Engineered Might
ARTIFACT
Coded, tested and uploaded:
Inventor's Goggles
Multi-Form Wonder
Self-Assembler
These cards are in progress:
Aetherstorm Roc
Confiscation Coup
Consuls Shieldguard
Deadlock Trap
Eddytail Hawk
Janjeet Sentry
Lathnu Hellion
Maulfist Doorbuster
Rashmi, Eternities Crafter
Riparian Tiger
Thriving Grubs
Thriving Ibex
Thriving Rats
Thriving Rhino
Voltaic Brawler
Cards that need feedback:
Eliminate the Competition http://pastebin.com/yRkykhVZ The sacrifice happens, but the destruction does not.
The following cards have a trigger for whenever you gain one or more energy counters:
-- Fabrication Module
--Territorial Gorger
For the above, I need to know how to set a trigger for that. I've looked at gain life and other triggers, but none of them seem to fit. Once I know how to do that, I can finish coding those.
Not planning to code these myself (at least any time soon):
Aetherborn Marauder -- "move any number of +1/+1 counters from other permanents you control onto Aetherborn Marauder." I'm sure this can be done, maybe using a bit of Bioshift.
Aetherflux Reservoir -- "gain 1 life for each spell you cast this turn." Not sure how we can track how many spells were cast this turn. I couldn't find any card already coded that was close to that. Willing to try coding it, once I know how to do that part.
Animation Module -- "Choose a counter on target permanent or player. Give that permanent or player another counter of that kind." Since the text applies to energy (and I'm assuming poison) as well as other types of counters, it's a bit complicated.
Eager Construct -- "each player may scry 1". Not sure how to give other players the opportunity to scry. All scrying examples I have found are for the controller.
Insidious Will -- it's a bit of a cluster. Not sure if or when I will get to this one. If anyone else wants to take a stab at it, please do.
Panharmonicon -- requires awarness of triggered ability firing, something that I don't think we've been able to code yet.
Notes:
I believe the above covers every remaining Kaladesh card. If I've missed anything, please let me know.
I will be working on Xander's recommended tweaks momentarily. I hope to have some/all updated and uploaded later today.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 17:29
Panharmonicon is marked as impossible already.
These are the ones I see that are neither mentioned in this post nor complete.
Captured by the Consulate
Consulate Surveillance
Dubious Challenge
Fairgrounds Trumpeter
Ghirapur Guide
Gonti, Lord of Luxury
Revolutionary Rebuff
Spark of Creativity
For gaining energy counters, you use the trigger COUNTERS_CHANGED.
These are the ones I see that are neither mentioned in this post nor complete.
Captured by the Consulate
Consulate Surveillance
Dubious Challenge
Fairgrounds Trumpeter
Ghirapur Guide
Gonti, Lord of Luxury
Revolutionary Rebuff
Spark of Creativity
For gaining energy counters, you use the trigger COUNTERS_CHANGED.
- Code: Select all
<TRIGGER value="COUNTERS_CHANGED" simple_qualifier="objectyoucontrol">
return GetAmount() > 0 CounterTypeIndex() == MTG():GetCountersType("Energy")
</TRIGGER>
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Re: Kaladesh - Development
by tmxk2012917 » 28 Sep 2016, 17:37
find some bugs:
Combustible Gearhulk just made 3 damages to the opponent when 3 cards with total 7 convert manas were put into my graveyard.
As for the Torrential Gearhulk, after I cast an instant spell from the graveyard, the spell was still put into the graveyard.
Combustible Gearhulk just made 3 damages to the opponent when 3 cards with total 7 convert manas were put into my graveyard.
As for the Torrential Gearhulk, after I cast an instant spell from the graveyard, the spell was still put into the graveyard.
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Re: Kaladesh - Development
by Splinterverse » 28 Sep 2016, 17:41
I will take a look at these.tmxk2012917 wrote:find some bugs:
Combustible Gearhulk just made 3 damages to the opponent when 3 cards with total 7 convert manas were put into my graveyard.
As for the Torrential Gearhulk, after I cast an instant spell from the graveyard, the spell was still put into the graveyard.
---------------------------------------------
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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Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Kaladesh - Development
by Splinterverse » 28 Sep 2016, 17:44
Xander. I just found an issue.
I saw a comment about Cataclysmic Gearhulk on the Community Wad thread. I realized it was because of the way I was filtering for planeswalkers. So, I think I fixed that.
However, back when I created Cataclysmic Gearhulk and tested it, I wasn't playing with any energy cards. This time I was and it seems that when Cataclysmic fires, it removes all of the energy count messages on the cards. As a result, I can't tell if it also was preventing further energy gain.
Current code: http://pastebin.com/UmyUmauq
I saw a comment about Cataclysmic Gearhulk on the Community Wad thread. I realized it was because of the way I was filtering for planeswalkers. So, I think I fixed that.
However, back when I created Cataclysmic Gearhulk and tested it, I wasn't playing with any energy cards. This time I was and it seems that when Cataclysmic fires, it removes all of the energy count messages on the cards. As a result, I can't tell if it also was preventing further energy gain.
Current code: http://pastebin.com/UmyUmauq
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The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 18:04
I might have fixed this. I'm not sure, and we'll have to check later. It might have been an issue with the registered energy users not having their nil card pointers removed from the energy manager when the card leaves the battlefield. I've set it up so that if they every leave the battlefield, they'll be unregistered.
On line 85, you need to use CW_Filter_AddEnchantments(filter), not PLW_FilterAddEnchantments(filter).
On line 85, you need to use CW_Filter_AddEnchantments(filter), not PLW_FilterAddEnchantments(filter).
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Xander9009 - Programmer
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Re: Kaladesh - Development
by Splinterverse » 28 Sep 2016, 19:33
Combustible Gearhulk -- I was unable to reproduce the error. Tested it twice just now. In one instance I had three cards enter the graveyard with a total of 9 cmc and the opponent took 9 damage. Maybe something else in play interfered with it? If it happens again, please take note of what cards were in play and what cards went into the graveyard.tmxk2012917 wrote:find some bugs:
Combustible Gearhulk just made 3 damages to the opponent when 3 cards with total 7 convert manas were put into my graveyard.
As for the Torrential Gearhulk, after I cast an instant spell from the graveyard, the spell was still put into the graveyard.
Torrential Gearhulk -- I have confirmed that there is a bug here. Not sure how to fix it, but we will.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
- Posts: 918
- Joined: 04 Sep 2016, 13:32
- Has thanked: 150 times
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 19:36
Torrential Gearhulk is fixed but untested.
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Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Kaladesh - Development
by Xander9009 » 28 Sep 2016, 19:45
I've tested and fixed the planewalkers. Dovin Baan is still messed up (his ultimate prevents the opponents from untapping anything at the moment, and you end up choosing what you want to untap, even though you shouldn't need to {your cards still all untap}).
Chandra, Torch of Defiance's first ability also doesn't work. It doesn't properly let you cast the card.
The others, including Kaya, Ghost Assassin and Daretti, Ingenious Iconoclast from Conspiracy: Take the Crown should be working. They've had HQ art added as well.
Chandra, Torch of Defiance's first ability also doesn't work. It doesn't properly let you cast the card.
The others, including Kaya, Ghost Assassin and Daretti, Ingenious Iconoclast from Conspiracy: Take the Crown should be working. They've had HQ art added as well.
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Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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