TFM&G2K's Planeswalkers Pool v8g (12/Sep/2014)

TFM&G2K's Planeswalkers Pool
After seeing that gorem2k's Planeswalkers had very good feedback despite being approximated, I decided to give him a hand and reduce the approximations as much as I could. This is the result of our collaboration.
Changelog:
Some things you have to know:
What you need in order to play:
Link:
DATA_DLC_PLW_v8g
Known bugs:
Please let me know of any bug/problem you encounter, by answering to this topic. If SCRIPT_LOG.TXT opens after playing with my cards, please inform me about what's written in it.
Have fun!
- Don't open this, it's just a bad joke... | Open
After seeing that gorem2k's Planeswalkers had very good feedback despite being approximated, I decided to give him a hand and reduce the approximations as much as I could. This is the result of our collaboration.

Changelog:
- Version 8g: fixed strange behavior by Sorin, Lord of Innistrad (thanks to gorem2k for finding how
)... the fix might give other problems someday, but time will tell.
- Version 8f: Garruk the Relentless and Sarkhan the Mad should correctly deal only 1 damage to themselves when under the effect of Ajani Steadfast's ultimate (note: it will still be 1 damage even if something makes it unpreventable, unfortunately that's a forced approximation).
- Version 8e: reverted the change to the manager, it gave more problems than it solved.
- Version 8d: fixed Nissa, Worldwaker's ultimate, made a slight change on the manager that should decrease the CPU load a little bit.
- Version 8c: re-fixed Garruk, the Veil-Cursed, hopefully once and for all.
- Version 8b: fix for Ashiok, Nightmare Weaver by gorem2k.
- Version 8: the pool now contains The Chain Veil, and the manager's rule for "only 1 loyalty ability each turn" has been revamped in order to support it (thanks to gorem2k for spotting the problem in my code
). Let me know if it fails in particular scenarios.
- Version 7: added M15 Planeswalkers, fixed "0" ability cost on Nissa Revane.
- Version 6d: added Dack Fayden. Sorry for the lack of translations on his ultimate, but the Conspiracy set has been released only in English and Japanese. I took the text for the first ability from DotP2013's Cephalid Broker, and the text for the second ability from Memnarch, so the card is translated as much as I could.
- Version 6c: Vraska's +1 ability now works again.
- Version 6b: fixed a crash happening in games with more than 2 players when one of them loses the game.
- Version 6: added Ajani, Mentor of Heroes, and now Planeswalkers should work as usual even when stolen by an opponent whose deck doesn't feature Planeswalkers. I haven't updated the ExportVersion attribute on the Planeswalkers, I hope you don't mind.
- Version 5e: added Kiora, the Crashing Wave (still untested, sorry!), capitalized Russian token names.
Also fixed Garruk, the Veil-Cursed (it was a small fix so I'm considering it belonging to the same version). - Version 5d: fixed double lifelink.
- Version 5c: Added Elspeth, Sun's Champion to the sub-types list (which I previously forgot to do, thanks to gorem2k for warning me
).
- Version 5b: Xenagos, the Reveler should be 100% functional now, thanks to RiiakShiNal. I haven't tested it personally, though.
- Version 5: Added Ashiok, Nightmare Weaver and Xenagos, the Reveler.
- Version 4d: Updated Planeswalker types and target exceptions for Theros, fixed a small problem with target exceptions, gave Elspeth, Sun's Champion her real Multiverse ID.
- Version 4c: Fixed Ajani, Caller of the Pride, Gideon, Champion of Justice, and removed the 2HG approximation.
- Version 4b: Fixed multiple creatures' combat damage redirection.
- Version 4: Fixed the ultimate in Elspeth Tirel, added the new Elspeth, Sun's Champion (translated where I could).
- Version 3c: Fixed the ultimate in Sorin, Lord of Innistrad.
- Version 3b: Fixed the Doubling Season workaround function.
- Version 3: Added a workaround to all Planeswalkers so that their "+x" costs aren't affected by Doubling Season.
- Version 2: Added Jace, Architect of Thought, and added an exception for the cards that cannot target Planeswalkers in case an Enchanted Evening is in play.
- Version 1: The first "real" version (previous ones were tests that I just passed to gorem2k to try).
Some things you have to know:
- The WAD file doesn't contain any deck. It's up to you to make decks out of it (I suggest Riiak's Deck Builder for the new modders out there
), or maybe you'll need it as prerequisite for other mods.
- Planeswalkers are still APPROXIMATED. That's why you won't find them in my own mod: I want to keep it free from heavy approximations like this. They still offer loads of fun, though, and I think you'll never find official Planeswalker cards in a DotP game (damn those prejudices about Planeswalkers being difficult to understand...
), so grab them as we coded them and enjoy! Here's a list of the approximations that I can remember:
- Despite being cleverly hidden from your sight, Planeswalkers count as Basic Snow Enchantment on the battlefield, and as Planeswalker Enchantment in all other zones. The Planeswalker card type isn't handled correctly by the game, so it needs a "backup" type for being shown outside of the battlefield, and it needs to be removed on the battlefield in order for the card not to go straight to the graveyard.
Some cards that target enchantments have been prevented from targetting Planeswalkers, but other cards would need tweaks on their own code in order to manage this approximation correctly. In the WAD you can find a tweaked Tarmogoyf that doesn't count Planeswalkers as enchantments. - You normally couldn't deal damage to an enchantment, so damage triggers from sources that deal damage to Planeswalkers won't trigger (unless they become creatures... but remember that Gideon prevents the damage when he becomes a creature).
- Unpreventable non-combat damage redirected to a non-creature Planeswalker will become preventable.
- A creature that attacks a Planeswalker will still be counted as attacking the player.
- Honestly I didn't test this aspect, but if it's the same as in the previous DotP games, equipments that became creatures because of Tezzeret (any of the 2) will still be equippable.
- You can't see emblems. Let's say that the emblem abilities are coded as they were worded before the emblem was invented: effects that "linger" as long as their controller is in game.
- Despite being cleverly hidden from your sight, Planeswalkers count as Basic Snow Enchantment on the battlefield, and as Planeswalker Enchantment in all other zones. The Planeswalker card type isn't handled correctly by the game, so it needs a "backup" type for being shown outside of the battlefield, and it needs to be removed on the battlefield in order for the card not to go straight to the graveyard.
- Missing Planeswalkers:
- Gideon Jura: I can't say that he's impossible to code, but his first ability would require changes to the Planeswalkers manager that I didn't want to become crazy about.
- Karn Liberated: no support for restarting the game in DotP. I won't make a Karn Liberated that simply sets life totals to 20, re-shuffles everything in the decks and then draws 7 cards, because that is NOT restarting the game. For instance:
- Continuous effects based on players would still apply (such as emblems or Stigma Lasher).
- Mulligans couldn't be taken.
- The current turn wouldn't end immediately.
- Poison counters wouldn't reset (no support to decrease poison counters in DotP).
- Sorin Markov: no support for controlling another player's turn in DotP.
- Gideon Jura: I can't say that he's impossible to code, but his first ability would require changes to the Planeswalkers manager that I didn't want to become crazy about.
What you need in order to play:
- DotP2014.
- Rick's DLL (WAD signature check bypass).
- One or more decks that someone (maybe yourself?) will make with those cards. As I already said, there are no decks here, so you wouldn't see anything different in game by installing this mod alone.
- Some cards have specific prerequisites. You can skip the prerequisites for the cards you aren't planning to use: the other ones will still work fine.
- Vraska the Unseen needs RiiakShiNal's ObjectDC.
- Koth of the Hammer, Liliana of the Dark Realms and Xenagos, the Reveler need RiiakShiNal's mana functions.
- Garruk Relentless needs my mod (or at least, DATA_DLC_TFM_OTHER.wad).
Link:
DATA_DLC_PLW_v8g
- Code: Select all
http://www48.zippyshare.com/v/71950895/file.html
Known bugs:
- Numerical choices can't have a "Cancel" button on them, so you won't be able to undo the "-X" activations of Chandra Nalaar, Tezzeret the Seeker and Ashiok, Nightmare Weaver once you get to the numerical choice. I can't see any solution that wouldn't introduce further approximations, so you'll have to live with it.
- Not really a bug, but something to be aware of: Dack Fayden's ultimate uses the same approximation as my Heroic mechanic, so it only looks into target chests from 0 to 99 (inclusive). I don't think any modder here would use target chests above 99 on his cards, but if you see Dack Fayden's ultimate not working properly when you cast a spell that another modder coded, this might be the reason.
- Vraska's +1 ability won't work if she gets killed by the damage.
Please let me know of any bug/problem you encounter, by answering to this topic. If SCRIPT_LOG.TXT opens after playing with my cards, please inform me about what's written in it.
Have fun!