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Re: Community Wad

Postby NEMESiS » 29 Jan 2018, 14:07

The clean up text is missing for; Collective Brutality (note they called it COLLETIVE in the query code not sure if that’s the issue), Collective Defiance (should probably double check Collective Effort too), Oblivion Sower and Runeflare Trap(cast reduction). Also you may want to change the SFX of Damnation, Wrath of God and Supreme Verdict with the effects I made, those are named differently.
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Re: Community Wad

Postby Atlas » 29 Jan 2018, 15:45

Journey to Eternity. does not transform
Huatli, Radiant Champion. no art appearing in deck builder
The Locust God. no art on tokens when they appear just static where the art should be
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Re: Community Wad

Postby Xander9009 » 29 Jan 2018, 22:18

Splinterverse wrote:BUG REPORT: Autumn's Veil is in the CW but there is no code in the XML file beyond the card text. I'm not sure it's possible given the the SPELL_BEING_COUNTERED trigger does not allow for SecondaryObject().
Autumn's Veil should be removed until it can actually be coded, if ever.

Parabolic wrote:Where does CW_TOKENS_ONLY_USE_ONE_TOKEN need to be located for it to work? It's getting tiresome to try to find a creature with an activated ability under a board of identical zombie tokens that won't stack because they were given a random art.
If you don't already have a custom data folder, use Riiak's Deck Builder to make one. It's one of the option in the menu at the top. Find a subfolder named "FUNCTIONS" and put the lol file in that folder. I've also put this info directly in the lol file so it's easier for users to figure out.

NEMESiS wrote:Fertile Thicket its missing == Flase to check for basic land and its also missing its cleanup text.

Land Grant is missing the clean up text.

Edit: Profane Procession does not transform with 3+ creatures exiled.

Edit2: Seems that land cards like Nykthos, Shrine to Nyx and Myriad Landscape have an issue that they consider their own mana production into its 2nd tap ability (meaning they can activate with just 2 lands on the battlefield). Works fine with the manual tap version. In 2012 I had the same issue with Naya Panorama and I add this to fix the issue:

Code: Select all
   <AVAILABILITY>
    return Object():GetController():CanAfford("{2}", nil) == 1
    </AVAILABILITY>
I guess for those two cards would be 3 but not sure if the code for 2014 is different.
That code won't work properly with the newest iteration of mana code because it can somtimes produce mana automatically and sometimes be set not to. There's a function specifically for it. In fact, that function's creation and usage is what prompted me to recently switch from LinkedDC (which isn't available in an AVAILABILITY block) to RSN_ObjectDC (which is available in all blocks). The code needed for it is this:

Code: Select all
<AVAILABILITY>
   return CW_Mana_CanPayManaCost("{W}{B}{G}", CW_Mana_GetAutoMana())
</AVAILABILITY>
CW_Mana_GetAutoMana() returns as a string the color currently set to be auto-produced, and CW_Mana_CanPayManaCost will add that string to the main cost if it exists. (Obviously, we could have also just concatenated them with .., but I wanted to be able to easily change it in the future if needed.)

I've also fixed all of the simple ones.
Missing text permanent entries:
Collective Brutality
Collective Defiance
Collective Effort
Oblivion Sower
Runeflare Trap

SFX:
Damnation
Wrath of God
Supreme Verdict

Art:
Huatli, Radian Champion (Art file's name was misspelled.)
The Locust God (Token art file was missing "_C_" to denote it's a creature.)
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Re: Community Wad

Postby Xander9009 » 29 Jan 2018, 22:54

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Re: Community Wad

Postby Parabolic » 30 Jan 2018, 00:08

Xander9009 wrote:
Parabolic wrote:Where does CW_TOKENS_ONLY_USE_ONE_TOKEN need to be located for it to work? It's getting tiresome to try to find a creature with an activated ability under a board of identical zombie tokens that won't stack because they were given a random art.
If you don't already have a custom data folder, use Riiak's Deck Builder to make one. It's one of the option in the menu at the top. Find a subfolder named "FUNCTIONS" and put the lol file in that folder. I've also put this info directly in the lol file so it's easier for users to figure out.
I unpacked it, stuck it in the Functions folder, repacked it, and it made no difference. I'll try the custom folder later. Thanks.
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Re: Community Wad

Postby Xander9009 » 30 Jan 2018, 03:57

If you have a wad with it, it doesn't need to be unpacked. Just stick the wad in the game folder. If it's not working, then let me know which cards are making the tokens you're having issues with and I'll look into it.
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Re: Community Wad

Postby Parabolic » 30 Jan 2018, 11:53

Xander9009 wrote:If you have a wad with it, it doesn't need to be unpacked. Just stick the wad in the game folder.
This part was not working.

However, I set up the custom data folder and it's working great. Cards that were creating multiple different artwork tokens now only make one.

As someone who pretty much only plays 2HG on here, this is a big relief. Token decks could make it impossible to select permanents covered up underneath and could also start encroaching on the ally's play space.
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Re: Community Wad

Postby NEMESiS » 30 Jan 2018, 14:48

Any chance Deceiver of Form will be updated? Ability is not working. I appreciate all the work you guys do. :)
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Re: Community Wad

Postby Xander9009 » 30 Jan 2018, 19:13

Parabolic wrote:
Xander9009 wrote:If you have a wad with it, it doesn't need to be unpacked. Just stick the wad in the game folder.
This part was not working.

However, I set up the custom data folder and it's working great. Cards that were creating multiple different artwork tokens now only make one.

As someone who pretty much only plays 2HG on here, this is a big relief. Token decks could make it impossible to select permanents covered up underneath and could also start encroaching on the ally's play space.
The issue is probably that the wad's header file didn't have a high enough priority to overwrite the CW's internal copy of that file's value. Here's a wad I just made and tested using Dark Salvation. https://drive.google.com/file/d/1FG-_9f ... sp=sharing

If you'd prefer it in wad-form, that should work fine.

NEMESiS wrote:Any chance Deceiver of Form will be updated? Ability is not working. I appreciate all the work you guys do. :)
It's on my to-do list for stuff I want to get done over my few days off, including today. I'll start with that one.

----

Edit: Deceiver of Form had a variable with mismatched capitalization among the various uses of that variable. Should be fixed if that was the only issue.

NEMESiS wrote:I am not able to free cast Deceiver of Form with Nicol Bolas, God Pharaoh's 1st ability. Is it because of the colorless mana requirement? The ability works fine otherwise.
Yes, that's why, and unfortunately, I don't know of any way to fix it.
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Re: Community Wad

Postby NEMESiS » 30 Jan 2018, 21:16

Thanks! I appreciate you looking into it. I have a question, why can the AI save mana from Edrazi Temple from one turn to the next? Example; turn one plays Eldrazi Temple taps for 2, turn 2 taps again and casts Thought-Knot Seer then plays 2nd land.... sometimes it smacks me with a turn two Reality Smasher. Lol
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Re: Community Wad

Postby Xander9009 » 30 Jan 2018, 23:04

I don't know, yet. It's one of the things I'm wanting to look into tonight.

----

Things I've addressed/fixed tonight:
Edric, Spymaster of Trest - Translations.
Tezzeret's Simulacrum - Wasn't recognizing Tezzeret planeswalkers.
Greenwarden of Murasa - Wasn't exiling self.
Wasp of the Bitter End - Wasn't recognizing Bolas planeswalker spells.
Deadly Tempest - Wasn't causing loss of life.
Moldgraf Monstrosity - Wasn't properly returning two creatures in all situations (could sometimes return only one).
Apprentice Necromancer - Wasn't sacrificing creature at end of turn.
Absolver Thrull - Was overriding the graveyard zonechange, which not only looked odd, it also wouldn't work properly with several interactions. It had a note that the method it was using was the only one that worked, that the other possibilities had been tested. I rewrote it to use the expected trigger (ZONECHANGE_BEGIN) and all that was needed for it to work was "EffectDC():Protect_CardPtr(COMPARTMENT_ID_EFFECT_SOURCE)".
Assassin's Blade - Wasn't allowing itself to be cast at all.
O-Kagachi, Vengeful Kami - TDX file's name was misspelled.

I also test a couple of melee creatures, Adriana, Captain of the Guard and Wings of the Guard, and both performed correctly.

Might seem like a short list, but some of these were really tricky.
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Re: Community Wad

Postby NEMESiS » 31 Jan 2018, 01:04

I have question I noticed that one of my decks had a trigger firing off at the start of every upkeep and after looking at all the cards I found this in Academy Ruins and Volrath's Stronghold:

Code: Select all
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_Characteristics_CreateManagers("_MANAGER_UPKEEP_TIME")
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_UPKEEP_TIME" />
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_CHARACTERISTICS" />
What is this meant for?
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Re: Community Wad

Postby Xander9009 » 31 Jan 2018, 01:13

Any card that needs to use an invisible manager token has that code to create the token at the beginning of the game. That one's not the cause of your problem. It's a replacement effect, so it wouldn't be visible anyway, and it only fires when MTG():GetTurnNumber() is 0 (so the first turn).

What's the lost of cards you're using?
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Re: Community Wad

Postby NEMESiS » 31 Jan 2018, 01:17

Xander9009 wrote:Any card that needs to use an invisible manager token has that code to create the token at the beginning of the game. That one's not the cause of your problem. It's a replacement effect, so it wouldn't be visible anyway, and it only fires when MTG():GetTurnNumber() is 0 (so the first turn).

What's the lost of cards you're using?
Here is the deck:

| Open
Code: Select all
  <CARD name="ACADEMY_RUINS_CW_116725" deckOrderId="0" />
  <CARD name="CEPHALID_COLISEUM_MM_CW_288995" deckOrderId="1" />
  <CARD name="CEPHALID_COLISEUM_MM_CW_288995" deckOrderId="2" />
  <CARD name="CEPHALID_COLISEUM_MM_CW_288995" deckOrderId="3" />
  <CARD name="CEPHALID_COLISEUM_MM_CW_288995" deckOrderId="4" />
  <CARD name="CHOKED_ESTUARY_CW_410038" deckOrderId="5" />
  <CARD name="CHOKED_ESTUARY_CW_410038" deckOrderId="6" />
  <CARD name="CHOKED_ESTUARY_CW_410038" deckOrderId="7" />
  <CARD name="CHOKED_ESTUARY_CW_410038" deckOrderId="8" />
  <CARD name="COLLECTIVE_BRUTALITY_CW_414380" deckOrderId="9" />
  <CARD name="COLLECTIVE_BRUTALITY_CW_414380" deckOrderId="10" />
  <CARD name="COLLECTIVE_BRUTALITY_CW_414380" deckOrderId="11" />
  <CARD name="COLLECTIVE_BRUTALITY_CW_414380" deckOrderId="12" />
  <CARD name="CRUCIBLE_OF_WORLDS_CW_51133" deckOrderId="13" />
  <CARD name="DERANGED_ASSISTANT_MM_CW_221171" deckOrderId="14" />
  <CARD name="DERANGED_ASSISTANT_MM_CW_221171" deckOrderId="15" />
  <CARD name="FORBIDDEN_ALCHEMY_CW_226758" deckOrderId="16" />
  <CARD name="FORBIDDEN_ALCHEMY_CW_226758" deckOrderId="17" />
  <CARD name="FORBIDDEN_ALCHEMY_CW_226758" deckOrderId="18" />
  <CARD name="GERALFS_MASTERPIECE_CW_409808" deckOrderId="19" />
  <CARD name="GERALFS_MASTERPIECE_CW_409808" deckOrderId="20" />
  <CARD name="GERALFS_MASTERPIECE_CW_409808" deckOrderId="21" />
  <CARD name="GERALFS_MASTERPIECE_CW_409808" deckOrderId="22" />
  <CARD name="GHIRAPUR_ORRERY_CW_417789" deckOrderId="23" />
  <CARD name="GHIRAPUR_ORRERY_CW_417789" deckOrderId="24" />
  <CARD name="GHIRAPUR_ORRERY_CW_417789" deckOrderId="25" />
  <CARD name="GHIRAPUR_ORRERY_CW_417789" deckOrderId="26" />
  <CARD name="GHOULCALLER_GISA_CW_389535" deckOrderId="27" />
  <CARD name="GISA_AND_GERALF_CW_414488" deckOrderId="28" />
  <CARD name="GRAVECRAWLER_337788" deckOrderId="29" />
  <CARD name="GRAVECRAWLER_337788" deckOrderId="30" />
  <CARD name="GRAVECRAWLER_337788" deckOrderId="31" />
  <CARD name="GRAVECRAWLER_337788" deckOrderId="32" />
  <CARD name="GRIMGRIN_CORPSEBORN_CW_247237" deckOrderId="33" />
  <CARD name="HAUNTED_DEAD_CW_414387" deckOrderId="34" />
  <CARD name="HAUNTED_DEAD_CW_414387" deckOrderId="35" />
  <CARD name="NEPHALIA_DROWNYARD_CW_230789" deckOrderId="36" />
  <CARD name="PRIZED_AMALGAM_CW_410014" deckOrderId="37" />
  <CARD name="PRIZED_AMALGAM_CW_410014" deckOrderId="38" />
  <CARD name="PRIZED_AMALGAM_CW_410014" deckOrderId="39" />
  <CARD name="PRIZED_AMALGAM_CW_410014" deckOrderId="40" />
  <CARD name="RUTHLESS_DISPOSAL_CW_414399" deckOrderId="41" />
  <CARD name="STITCHER_GERALF_CW_389694" deckOrderId="42" />
  <CARD name="STITCHWING_SKAAB_CW_409834" deckOrderId="43" />
  <CARD name="STITCHWING_SKAAB_CW_409834" deckOrderId="44" />
  <CARD name="STITCHWING_SKAAB_CW_409834" deckOrderId="45" />
  <CARD name="SUNKEN_HOLLOW_CW_405111" deckOrderId="46" />
  <CARD name="SUNKEN_HOLLOW_CW_405111" deckOrderId="47" />
  <CARD name="SUNKEN_HOLLOW_CW_405111" deckOrderId="48" />
  <CARD name="SUNKEN_HOLLOW_CW_405111" deckOrderId="49" />
  <CARD name="VOLRATHS_STRONGHOLD_CW_5263" deckOrderId="50" />
</DECK>
It stopped happening when I removed those cards. So something else is the issue, hmm...
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Re: Community Wad

Postby Xander9009 » 31 Jan 2018, 01:35

Okay, I didn't noticed the exact manager it was creating, which is _MANAGER_UPKEEP. The idea behind that particular manager is to create a window at the beginning of the turn to activate abilities that might need to be used then. In this case, it's because putting the card on top of your library (using either of the two you mentioned) will allow you to draw it that turn. Otherwise, you'd have to wait until the following turn to get it.

It should only produce the window (the ability should only go on the stack) when one of the two is actually on the battlefield, but it might be messing up. I'll check into it.
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