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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 31 Dec 2014, 11:53
by Kithkin
I thought we had fixed the issue with Rattleclaw Mystic. But it is still being cast face up without the overlay token. Funny thing is, that you can "turn it face up" for {2} . Then {U} {G} {R} are being added twice!

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 31 Dec 2014, 22:20
by propel0
Sage of the Inward Eye is not granting lifelink and Warden of the Eye's enter the battlefield effect do not seem to be working

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 02 Jan 2015, 12:24
by Kithkin
Kithkin wrote:I thought we had fixed the issue with Rattleclaw Mystic. But it is still being cast face up without the overlay token. Funny thing is, that you can "turn it face up" for {2} . Then {U} {G} {R} are being added twice!
Remember when i had to delete Neo's KTK dlc to fix an issue with a card? It's similar with Rattleclaw Mystic. Without his mod, the mystic does not work. :(

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 11 Jan 2015, 06:51
by Kithkin
Bug report

Necromantic Selection -- "return a card to the battlefield" does not work

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 19 Jan 2015, 23:42
by volrathxp
It should be fairly obvious that I've been heavily MIA. This topic actually stopped notifying me for some weird reason. I'm not sure why that is. I just assumed people stopped commenting on it.

I am quite sorry, but I don't really feel like I have the investment in coding at the moment. There's a lot going on with my life right now (new daughter, possible surgery for her, etc etc) and this hasn't been on my list of priorities, nor has it really been interesting to me either. I haven't really even touched M14 Duels in a month or so (I just played a few games on there today and that's it)

I would not mind if someone wanted to update the cards that do have issues, otherwise most likely they will not get fixed.

So, yeah... I hate to leave it like that, but I'm probably done with this for now. Sorry to the very cool peeps who helped find bugs, you guys are pretty awesome.

I may still hang around and post, though. We'll see.

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 19 Jan 2015, 23:54
by Kithkin
volrathxp wrote:It should be fairly obvious that I've been heavily MIA. This topic actually stopped notifying me for some weird reason. I'm not sure why that is. I just assumed people stopped commenting on it.

I am quite sorry, but I don't really feel like I have the investment in coding at the moment. There's a lot going on with my life right now (new daughter, possible surgery for her, etc etc) and this hasn't been on my list of priorities, nor has it really been interesting to me either. I haven't really even touched M14 Duels in a month or so (I just played a few games on there today and that's it)

I would not mind if someone wanted to update the cards that do have issues, otherwise most likely they will not get fixed.

So, yeah... I hate to leave it like that, but I'm probably done with this for now. Sorry to the very cool peeps who helped find bugs, you guys are pretty awesome.

I may still hang around and post, though. We'll see.
Sorry to hear that. It was fun while it lasted. Take care and good luck.

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 20 Jan 2015, 00:58
by RiiakShiNal
I don't necessarily have a lot of time, but if someone posts the code of the cards that is having problems I can give it a look through to see if the problems can be fixed at least semi-easily.

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 15 Feb 2015, 21:14
by Xenoix
Perhaps my timing is incorrect, but I can't seem to get Jazal Goldmane's ability to work. I've tried right as attackers were declared, and then after blockers were declared.

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 02:55
by RiiakShiNal
While technically the ability can be used at any time it should only really be used after attackers have been declared and before end of combat on your turn (doesn't make sense to use it on your opponents turn, but nothing in the rules would stop you from doing that).

If you are having problems with the ability post the code and let us take a look, it could just be you need another set of eyes to look it over.

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 04:01
by Xenoix
Code: Select all
<FILTER filter_id="0">
   local filter = ClearFilter()
   filter:Add(FE_TYPE,OP_IS,CARD_TYPE_CREATURE)
   filter:Add(FE_IS_ATTACKING, true)
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
   EffectDC():Set_Int(0, filter:Count() )
</FILTER>
<CONTINUOUS_ACTION layer="7C">
    if FilteredCard() ~= nil then
       FilteredCard():GetCurrentCharacteristics():Power_Add( EffectDC():Get_Int(0) )
       FilteredCard():GetCurrentCharacteristics():Toughness_Add( EffectDC():Get_Int(0)
    end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
  </ACTIVATED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY" />
  <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" />
Sorry, I just started altering DOTP about 4 days ago. Can't exactly say I know what I'm looking for yet.

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 06:16
by Kithkin
RiiakShiNal wrote:While technically the ability can be used at any time it should only really be used after attackers have been declared and before end of combat on your turn (doesn't make sense to use it on your opponents turn, but nothing in the rules would stop you from doing that).

If you are having problems with the ability post the code and let us take a look, it could just be you need another set of eyes to look it over.
If I understand this correctly, Xenoix is not trying to code a new card but rather trying to find out if the card works as intended. Jazal Goldmane has been coded already and is included in VXP'S dlc, although there is no deck containing it. I'll do some tests and try to find out.

Update: The activated ability does not trigger.
[lua] [string "JAZAL_GOLDMANE_1000389567_TITLE (CONTINUOUS_ACTION)~0x0000020e"]:5: ')' expected (to close '(' at line 4) near 'end'

Xander, Jazal Goldmane is not in the CW card pool. I wonder why? Seems to be a good card. :wink:

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 11:44
by Xander9009
I'm not sure why it wasn't included. I just thought of a new way to check whether a card is included or not and found 12 from this mod. I'll get those (which do indeed include Jazal) imported later today. (Then I'll check the other mods and see if any of those were missed).

I would point out that I just looked at the code of the copy in here and it looks like it should be working (although it wouldn't work properly in two headed giant).

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 12:01
by RiiakShiNal
Well, as for the script error that is because the line with Toughness_Add() is missing an end parenthesis and should be:
Code: Select all
FilteredCard():GetCurrentCharacteristics():Toughness_Add( EffectDC():Get_Int(0) )
Additionally, this won't work because the CONTINUOUS_ACTION block does not reference the filter using filter_id="0".

Usually though it is not good to set registers inside of a filter block as it can provide undefined results (in other words may not work as expected). It is more reliable to set the count in a PLAY_TIME_ACTION block then use the FILTER block to determine the affected creatures and use the CONTINUOUS_ACTION block to apply the effect. Like this:
| Open
Code: Select all
<PLAY_TIME_ACTION>
   local filter = ClearFilter()
   filter:Add(FE_TYPE,OP_IS,CARD_TYPE_CREATURE)
   filter:Add(FE_IS_ATTACKING, true)
   EffectDC():Set_Int(0, filter:Count() )
</PLAY_TIME_ACTION>
<FILTER filter_id="0">
   local filter = ClearFilter()
   filter:Add(FE_TYPE,OP_IS,CARD_TYPE_CREATURE)
   filter:Add(FE_IS_ATTACKING, true)
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
   if FilteredCard() ~= nil then
      FilteredCard():GetCurrentCharacteristics():Power_Add( EffectDC():Get_Int(0) )
      FilteredCard():GetCurrentCharacteristics():Toughness_Add( EffectDC():Get_Int(0) )
   end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 12:08
by Xander9009
Good eye. Also, if you're going to split them up, shouldn't we be dropping the controller check from the count filter? Jazal Goldmane increases your creatures power based on the total number of attacking creatures, not just ones you control.

| Open
Code: Select all
<PLAY_TIME_ACTION>
   local filter = ClearFilter()
   filter:Add(FE_TYPE,OP_IS,CARD_TYPE_CREATURE)
   filter:Add(FE_IS_ATTACKING, true)
   EffectDC():Set_Int(0, filter:Count() )
</PLAY_TIME_ACTION>
<FILTER filter_id="0">
   local filter = ClearFilter()
   filter:Add(FE_TYPE,OP_IS,CARD_TYPE_CREATURE)
   filter:Add(FE_IS_ATTACKING, true)
   filter:Add(FE_CONTROLLER, OP_IS, EffectController())
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
   if FilteredCard() ~= nil then
      FilteredCard():GetCurrentCharacteristics():Power_Add( EffectDC():Get_Int(0) )
      FilteredCard():GetCurrentCharacteristics():Toughness_Add( EffectDC():Get_Int(0) )
   end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
EDIT: As for the issue with setting registers from inside filter blocks, that makes sense, but I didn't know that. Useful info :)

Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014

PostPosted: 16 Feb 2015, 12:29
by RiiakShiNal
Actually, I did remove the controller check from the count, but apparently you started writing your post before I removed it.