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Re: TFM&G2K's Planeswalkers Pool v6b (09/May/2014)

PostPosted: 16 May 2014, 21:31
by thefiremind
Parabolic wrote:I noticed Dack Fayden isn't accounted for. Any interest in adding him, or is he not possible to code?
His ultimate might be a pain to code (same problems as the heroic mechanic), but I don't think it's impossible. However I usually don't code cards before they can be found on Gatherer, because I want to include all translations and give the card its real Multiverse ID.

Re: TFM&G2K's Planeswalkers Pool v6b (09/May/2014)

PostPosted: 31 May 2014, 12:07
by Kithkin
Bug report

Vraska the Unseen -- +1 ability is not working correctly; creatures dealing combat damage to her are not destroyed; and yes, I use objectdc.wad

Re: TFM&G2K's Planeswalkers Pool v6b (09/May/2014)

PostPosted: 31 May 2014, 13:58
by thefiremind
Kithkin wrote:Bug report

Vraska the Unseen -- +1 ability is not working correctly; creatures dealing combat damage to her are not destroyed; and yes, I use objectdc.wad
Luckily I ran into the same problem before, so I understood what was going on fairly quickly: it's probably since one of the last updates that triggers cannot be fired from replacement_effect/query abilities, because Vraska was working the last time I checked. I changed the ability that fires the OBJECT_TAKES_DAMAGE trigger from replacement_effect="1" to forced_skip="1" and now she works again. :)

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 05 Jun 2014, 15:33
by NEMESiS
Hello, I wanted to bring up two issues that I've encountered. Before I start the part where it says that Planeswalkers are still APPROXIMATED doesn't escape me but I figured its always best to bring up the issues regardless of whether they can be fixed or not. Anyways, I noticed that when the annihilator ability triggers for the first time against an opponent AI the AI always scarifies 1 less permanent then required but will properly sacrifice permanents each turn after that. This leads me to believe that the AI is sacrificing its planeswalker token since it does not need it at that time. Now on to the 2nd issue I've noticed; I had a changeling on the field but I noticed that when an opponent creature attacked, it showed that it was deciding to attack the changeling as if the changeling was a planeswalker (there was no planeswalker on the field at that time).

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 05 Jun 2014, 16:13
by thefiremind
NEMESiS wrote:I figured its always best to bring up the issues regardless of whether they can be fixed or not.
Of course it is, bring them on! :D

NEMESiS wrote:I noticed that when the annihilator ability triggers for the first time against an opponent AI the AI always scarifies 1 less permanent then required but will properly sacrifice permanents each turn after that. This leads me to believe that the AI is sacrificing its planeswalker token since it does not need it at that time.
There's nothing I can do about it: the annihilator ability should be re-coded while having invisible tokens in mind (in other words, all permanent types need to be specified in the filter, rather than using IS_PERMANENT).

NEMESiS wrote:Now on to the 2nd issue I've noticed; I had a changeling on the field but I noticed that when an opponent creature attacked, it showed that it was deciding to attack the changeling as if the changeling was a planeswalker (there was no planeswalker on the field at that time).
I really can't figure out how this could happen: Planeswalkers are filtered by their name, so it would happen with a changeling that has the same name as a Planeswalker, which is impossible (at least in DotP), unless you code one on purpose.
You could try to change this:
Code: Select all
       EffectController():ChooseItem( "PLW_CARD_QUERY_CHOOSE_PLANESWALKER_TO_ATTACK", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
into this:
Code: Select all
       if filter:CountStopAt(1) == 1 then
          EffectController():ChooseItem( "PLW_CARD_QUERY_CHOOSE_PLANESWALKER_TO_ATTACK", EffectDC():Make_Targets(0), QUERY_FLAG_MAY )
       end
inside the Planeswalkers manager, but I doubt it would change much: official cards never need to perform that check.

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 05 Jun 2014, 20:36
by RiiakShiNal
thefiremind wrote:
NEMESiS wrote:I noticed that when the annihilator ability triggers for the first time against an opponent AI the AI always scarifies 1 less permanent then required but will properly sacrifice permanents each turn after that. This leads me to believe that the AI is sacrificing its planeswalker token since it does not need it at that time.
There's nothing I can do about it: the annihilator ability should be re-coded while having invisible tokens in mind (in other words, all permanent types need to be specified in the filter, rather than using IS_PERMANENT).
It sounds like NEMESiS needs to use the Core Fixes and make sure that any cards that use Annihilator are coded with the functions I provide in there as I did make sure to require that a card is of at least one of the 5 types (Artifact, Creature, Enchantment, Land, Planeswalker [even though DotP doesn't really have support for planeswalkers]) of which invisible tokens are typeless.
RSN_Annihilator_Permanent_Choosing() | Open
Code: Select all
RSN_Annihilator_Permanent_Choosing = function( nAmount )
   local oPlayer = RSN_GetDefendingPlayer( EffectSourceLKI() )
   if (oPlayer ~= nil) then
      local oFilter = ClearFilter()
      local oSubFilter = oFilter:AddSubFilter_Or()
      oFilter:Add( FE_CONTROLLER, OP_IS, oPlayer )
      oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
      oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
      oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
      oSubFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
      oPlayer:SetItemCount( nAmount )
      for i = 0, (nAmount - 1) do
         oPlayer:SetItemPrompt (i, "CARD_QUERY_ANNILHILATOR_CHOOSE_A_PERMANENT_TO_SACRIFICE" )
      end
      oPlayer:ChooseItems( EffectDC():Make_Targets(1) )
   end
end

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 13 Jun 2014, 05:34
by MasterXploder7
ive noticed that since ive updated my planeswalker pool and added Kiora, Duck fayden, and Ajani Goldenmane that during my turn before i use any of their abilities the game decides to drop in frame rate so hard that it is affecting game play and im curious if its happening to anything else or if i just need to check my settings

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 13 Jun 2014, 07:45
by thefiremind
MasterXploder7 wrote:ive noticed that since ive updated my planeswalker pool and added Kiora, Duck fayden, and Ajani Goldenmane that during my turn before i use any of their abilities the game decides to drop in frame rate so hard that it is affecting game play
I can guess it's because now all players have a copy of the Planeswalkers manager, and the problem is probably magnified with more than 2 players. I don't see any issue like that on my PC, but older PCs could be in trouble. There's not much I can do: some things, such as checking when a Planeswalker has no loyalty counters left, need to be done continuously, and this has an impact on performance.

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 24 Jun 2014, 16:11
by MasterXploder7
Is there anything i could do to use the PW without having that lag? I run the game on a laptop so i would have to assume the processor isnt that high powered. but none the less i hope there is an easy work around

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 24 Jun 2014, 17:34
by thefiremind
MasterXploder7 wrote:Is there anything i could do to use the PW without having that lag? I run the game on a laptop so i would have to assume the processor isnt that high powered. but none the less i hope there is an easy work around
I take the performance in consideration by myself (reducing the iterations for example) whenever I can, so my code is usually already optimized as much as I can... if I knew how to make it better I would have written it better in the first place. Another pair of eyes may see something I can't see, but the only other person who was involved in the project is gorem2k and I haven't seen him here for a while, I guess he got bored and he's probably waiting for DotP2015 (I perfectly understand him :wink:).

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 21 Jul 2014, 13:03
by orlouge82
Are there going to be any more updates for DotP 2014, or is all work going into DotP 2015 from now on?

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 21 Jul 2014, 15:32
by thefiremind
orlouge82 wrote:Are there going to be any more updates for DotP 2014, or is all work going into DotP 2015 from now on?
I can't say for sure. I still need to see how much DotP2015 is moddable.

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 22 Jul 2014, 04:40
by gorem2k
thefiremind wrote:I guess he got bored and he's probably waiting for DotP2015 (I perfectly understand him :wink:).
Exactly :lol:

I'll probably return and do some testing when/if this ZED mystery is solved. I took a day off only to read messages here... it looks promising for 2015 and I'm glad you guys are still active here.

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 22 Jul 2014, 08:14
by thefiremind
gorem2k wrote:it looks promising for 2015
It looks indeed promising for a number of things, but not for Planeswalkers...
thefiremind wrote:Bad news about Planeswalkers: if I give the Planeswalker type to a card, the game gets stuck on loading. :(

Re: TFM&G2K's Planeswalkers Pool v6d (05/Jun/2014)

PostPosted: 22 Jul 2014, 12:29
by orlouge82
thefiremind wrote:
gorem2k wrote:it looks promising for 2015
It looks indeed promising for a number of things, but not for Planeswalkers...
thefiremind wrote:Bad news about Planeswalkers: if I give the Planeswalker type to a card, the game gets stuck on loading. :(
Oh man, bummer