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2014




Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014)
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by volrathxp » 18 Aug 2014, 11:46
Oh alright then I haven't checked the thread since there wasn't a new reply lol I will check that tonight when I get home.RiiakShiNal wrote:I already did finish moving the functions into the LOL and did abilities for Council's Judgement and Grudge Keeper, so if you are still waiting on me you are backing up.
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by RiiakShiNal » 18 Aug 2014, 11:55
I try to avoid double and multi-posting when I can so if I have the last post on a thread I usually just edit that unless it has been more than a day.
Just getting started: Xander9009's DotP 2014 Community Wad
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Problems Modding: DotP 2014 Frequent Modding Mistakes
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by Kithkin » 18 Aug 2014, 21:13
Script_log.txt:
[lua] [string "WOODVINE_ELEMENTAL_1000382410_TITLE (RESOLUTION_TIME_ACTION)~0x00001045"]:17: attempt to index local 'playerCard' (a nil value)
[lua] [string "WOODVINE_ELEMENTAL_1000382410_TITLE (RESOLUTION_TIME_ACTION)~0x00001045"]:17: attempt to index local 'playerCard' (a nil value)
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by volrathxp » 19 Aug 2014, 02:45
Thanks will look into this. Didn't have this issue when testing him, but I may have overlooked it.Kithkin wrote:Script_log.txt:
[lua] [string "WOODVINE_ELEMENTAL_1000382410_TITLE (RESOLUTION_TIME_ACTION)~0x00001045"]:17: attempt to index local 'playerCard' (a nil value)
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by Kithkin » 19 Aug 2014, 19:33
I just had a strange experience with Split Decision. Here's what happened.
Ensouled Artifacts (Human) vs. Will of the Council (AI)
Human has Chrome Steed in play.
Human casts Ensoul Artifact -> Chrome Steed.
AI casts Doom Blade -> Chrome Steed.
Human casts Counterspell -> Doom Blade.
AI casts Split Decision -> ?
My problem: I had no way of knowing which Instant Split Decision was targeting. As it turned out AI cast it on Doom Blade and voted Duplicate.
Is there any way to include the "target beam" animation into the action?
Ensouled Artifacts (Human) vs. Will of the Council (AI)
Human has Chrome Steed in play.
Human casts Ensoul Artifact -> Chrome Steed.
AI casts Doom Blade -> Chrome Steed.
Human casts Counterspell -> Doom Blade.
AI casts Split Decision -> ?
My problem: I had no way of knowing which Instant Split Decision was targeting. As it turned out AI cast it on Doom Blade and voted Duplicate.
Is there any way to include the "target beam" animation into the action?
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by gorem2k » 20 Aug 2014, 03:41
I don't know if the target beam is possible to code in that case but if nothing works out, you can always add a dummy card query just before the initial vote function. something like this:Kithkin wrote:Is there any way to include the "target beam" animation into the action?
- Code: Select all
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(X):Get_CardPtr(0) -- just change (X) to the corresponding target compartment.
if target ~= nil then
local controller = target:GetOwner()
if controller:IsAI() == false then
controller:BeginNewMultipleChoice()
controller:AddMultipleChoiceAnswer("UI_CONTINUE_WITHOUT_SAVING")
controller:AskMultipleChoiceQuestion("CARD_QUERY_NOTHING_CAN_BE_CHOSEN", target)
end
end
</RESOLUTION_TIME_ACTION>

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by volrathxp » 20 Aug 2014, 10:51
I dunno about gore's method, I personally don't know any way to include that. I am slightly amused that the AI was able to pull that off though.Kithkin wrote:I just had a strange experience with Split Decision. Here's what happened.
Ensouled Artifacts (Human) vs. Will of the Council (AI)
Human has Chrome Steed in play.
Human casts Ensoul Artifact -> Chrome Steed.
AI casts Doom Blade -> Chrome Steed.
Human casts Counterspell -> Doom Blade.
AI casts Split Decision -> ?
My problem: I had no way of knowing which Instant Split Decision was targeting. As it turned out AI cast it on Doom Blade and voted Duplicate.
Is there any way to include the "target beam" animation into the action?
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by volrathxp » 20 Aug 2014, 10:52
Have a pre-bug report from before I update this tonight, Bane of Progress not actually doing anything when triggering. Not sure where I'm going wrong with this.
- Bane of Progress | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="BANE_OF_PROGRESS_1000376262" />
<CARDNAME text="BANE_OF_PROGRESS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bane of Progress]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fléau du progrès]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ruina del progreso]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verderber des Fortschritts]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Flagello del Progresso]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[進歩の災い]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bane of Progress]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Bane of Progress]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bane of Progress]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="1000376262" />
<ARTID value="1000376262" />
<ARTIST name="Lars Grant-West" />
<CASTING_COST cost="{4}{G}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[It sees shaped stone and carved wood as mutilations.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La pierre taillée et le bois sculpté sont pour lui autant de mutilations.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Para ella, la piedra esculpida y la madera tallada no son más que mutilaciones.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gemeißelter Stein und geschnitztes Holz sind in seinen Augen Verschandelungen.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vede la pietra scolpita e il legno intagliato come mutilazioni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[それは細工された石や彫刻された木を損傷物として見ていた。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[It sees shaped stone and carved wood as mutilations.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[It sees shaped stone and carved wood as mutilations.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[It sees shaped stone and carved wood as mutilations.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Elemental" />
<EXPANSION value="C13" />
<RARITY metaname="R" />
<POWER value="2" />
<TOUGHNESS value="2" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Fléau du progrès arrive sur le champ de bataille, détruisez tous les artefacts et tous les enchantements. Mettez un marqueur +1/+1 sur le Fléau du progrès pour chaque permanent détruit de cette manière.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Ruina del progreso entre al campo de batalla, destruye todos los artefactos y encantamientos. Pon un contador +1/+1 sobre la Ruina del progreso por cada permanente destruido de esta manera.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Verderber des Fortschritts ins Spiel kommt, zerstöre alle Artefakte und Verzauberungen. Lege für jede bleibende Karte, die auf diese Weise zerstört wurde, eine +1/+1-Marke auf den Verderber des Fortschritts.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Flagello del Progresso entra nel campo di battaglia, distruggi tutti gli artefatti e gli incantesimi. Metti un segnalino +1/+1 sul Flagello del Progresso per ogni permanente distrutto in questo modo.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[進歩の災いが戦場に出たとき、すべてのアーティファクトとすべてのエンチャントを破壊する。これにより破壊されたパーマネント1つにつき、進歩の災いの上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
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 )
local num_perms = filter:EvaluateObjects()
EffectDC():Set_Int(1, num_perms)
EffectDC():Make_Chest(0)
local destroyDC = EffectDC():Get_Chest(0)
for i=0,(num_perms-1) do
local perm = filter:GetNthEvaluatedObject(i)
if perm ~= nil then
if destroyDC ~= nil then
destroyDC:Set_CardPtr(i, perm)
end
filter:GetNthEvaluatedObject(i):Destroy()
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local originalPerms = EffectDC():Get_Int(1)
local destroyDC = EffectDC():Get_Chest(0)
local survivedCount = 0
for i=0,(destroyDC:Count()-1) do
local perm = destroyDC:Get_CardPtr(i)
if perm ~= nil then
survivedCount = survivedCount+1
end
end
local total = originalPerms-survivedCount
if EffectSource() ~= nil then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), total)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/17/2014
by RiiakShiNal » 20 Aug 2014, 11:09
Well, for Bane of Progress you could actually use a filter like this:
- Code: Select all
<FILTER filter_id="0">
local oFilter = ClearFilter()
local oSubFilter = oFilter:AddSubFilter_Or()
oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
if (FilteredCard() ~= nil) then
FilteredCard():Destroy()
if (EffectSource() ~= nil) and (FilteredCard() == nil) then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
end
</RESOLUTION_TIME_ACTION>
- Code: Select all
<FILTER filter_id="0">
local oFilter = ClearFilter()
local oSubFilter = oFilter:AddSubFilter_Or()
oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
if (FilteredCard() ~= nil) then
FilteredCard():Destroy()
-- Increment register.
EffectDC():Int_Inc(0)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION filter_id="0">
if (FilteredCard() ~= nil) then
-- Card still on battlefield so decrement count.
EffectDC():Int_Dec(0)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
-- Now add counters.
if (EffectSource() ~= nil) then
EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), EffectDC():Int_Get(0) )
end
</RESOLUTION_TIME_ACTION>
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
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/21/2014
by volrathxp » 21 Aug 2014, 11:11
Updated both the core wad and the decks zip with new decks, and the Council deck has been updated slightly.
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/21/2014
by Kithkin » 21 Aug 2014, 17:19
Bug report
After today's update:
Council Guardian -- no protection
[lua] [string "COUNCIL_GUARDIAN_1000382238_TITLE (CONTINUOUS_ACTION)~0x000003d2"]:4: attempt to index a nil value
After today's update:
Council Guardian -- no protection
[lua] [string "COUNCIL_GUARDIAN_1000382238_TITLE (CONTINUOUS_ACTION)~0x000003d2"]:4: attempt to index a nil value
-
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/21/2014
by volrathxp » 21 Aug 2014, 17:44
K will look at it.Kithkin wrote:Bug report
After today's update:
Council Guardian -- no protection
[lua] [string "COUNCIL_GUARDIAN_1000382238_TITLE (CONTINUOUS_ACTION)~0x000003d2"]:4: attempt to index a nil value
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/21/2014
by loookaz » 21 Aug 2014, 21:42
high quality mtg cards pics:
http://www.mtgathering.ru/hqpics
http://www.mtgathering.ru/hqpics
Najlepsze lekcje angielskiego w Warszawie:
http://www.englishwithlucas.com/
https://www.facebook.com/angielski.z.Lucasem
http://www.englishwithlucas.com/
https://www.facebook.com/angielski.z.Lucasem
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/21/2014
by volrathxp » 21 Aug 2014, 21:45
This would work except its missing both Conspiracy and M15, which is where I need all of the high quality images.loookaz wrote:high quality mtg cards pics:
http://www.mtgathering.ru/hqpics
volrathxp
Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/21/2014
by propel0 » 22 Aug 2014, 21:53
polymorph's jest doesn't seem to work? cast it and chose opponent, and nothing happens
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