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Re: Community Wad

PostPosted: 10 Sep 2015, 02:27
by MasterXploder7
[lua] [string "RUTHLESS_RIPPER_CW_386643_TITLE (RESOLUTION_TIME_ACTION)~0x0000..."]:13: '<eof>' expected near 'end'
[lua] [string "RUTHLESS_RIPPER_CW_386643_TITLE (PLAY_TIME_ACTION)~0x000016f2"]:8:
parameter mismatch or too few parameters [expected bzText&]

Ruthless Ripper is being a bad boy.

Re: Community Wad

PostPosted: 10 Sep 2015, 21:16
by nachonal986
well, just I wanna share another sheet list of the CW coded against the complete list cards until now... (October 2, will be a new Origins release)

This file you can import to MTG Studio and check the arts too. The diff with the original one, you can see the type, sub type, cost, color, text of any card. Also Im adding the year release of each deck base or expansion.

Hope you like

Re: Community Wad

PostPosted: 11 Sep 2015, 12:36
by nivmizzet1
I just want to say thanks to Xander for the work on Tomb of Yawgmoth, it's great to have it back and working better than ever.

I'm also reporting this little bug:
[lua] [string "KELDON_MARAUDERS_CW_125885_TITLE (RESOLUTION_TIME_ACTION)~0x0000050d"]:2: attempt to index a nil value

Re: Community Wad

PostPosted: 11 Sep 2015, 17:52
by Xander9009
I've hopefully fixed Keldon Marauders.

I've fixed one of the errors from Ruthless Ripper, but I can't spot the other.

As for the spreadsheet, it looks pretty good. But what exactly does "incomplete" mean? I initially assumed it meant the card wasn't in the CW, but then I noticed that wasn't the case. Not coded means it's not in the CW, and incomplete cards are in the CW.

Re: Community Wad

PostPosted: 11 Sep 2015, 18:57
by nachonal986
Xander9009 wrote:As for the spreadsheet, it looks pretty good. But what exactly does "incomplete" mean? I initially assumed it meant the card wasn't in the CW, but then I noticed that wasn't the case. Not coded means it's not in the CW, and incomplete cards are in the CW.
Incomplete is an information that you have on the original file that you sent me before, I supposed are cards not 100% working or W.I.P...

Re: Community Wad

PostPosted: 11 Sep 2015, 19:05
by Xander9009
nachonal986 wrote:
Xander9009 wrote:As for the spreadsheet, it looks pretty good. But what exactly does "incomplete" mean? I initially assumed it meant the card wasn't in the CW, but then I noticed that wasn't the case. Not coded means it's not in the CW, and incomplete cards are in the CW.
Incomplete is an information that you have on the original file that you sent me before, I supposed are cards not 100% working or W.I.P...
Okay. That explains my initial assumption. On that list, incomplete is the list of cards that were not coded at the time. So for yours, either change incomplete to not coded or change not coded to incomplete. Either way, many of those cards are in fact complete, and by happenstance I checked 2 cards that have been completed since I sent you that file.

Either way, I'm working on adding a function to the repacking utility to create a file listing all included cards whenever the CW repacks. Done

Re: Community Wad

PostPosted: 12 Sep 2015, 03:55
by nachonal986
either change incomplete to not coded or change not coded to incomplete. Either way, many of those cards are in fact complete, and by happenstance I checked 2 cards that have been completed since I sent you that file.
ok, thanks for explain =)

Either way, I'm working on adding a function to the repacking utility to create a file listing all included cards whenever the CW repacks. Done
great!
If you tell me where I can find these updated list, I can update the spreadsheet too.

Re: Community Wad

PostPosted: 12 Sep 2015, 03:57
by Xander9009
nachonal986 wrote:
either change incomplete to not coded or change not coded to incomplete. Either way, many of those cards are in fact complete, and by happenstance I checked 2 cards that have been completed since I sent you that file.
ok, thanks for explain =)

Either way, I'm working on adding a function to the repacking utility to create a file listing all included cards whenever the CW repacks. Done
great!
If you tell me where I can find these updated list, I can update the spreadsheet too.
In the CW Working Tools Google Drive folder, there's a file called Current Card List.txt. That's the file you want.

Re: Community Wad

PostPosted: 12 Sep 2015, 06:43
by nivmizzet1
hmm...now there seems to be a problem with the MM basic lands that I use in some of my decks -- they're not producing mana!

Could it have anything to do with the Tomb of Yawgmoth fix?

Re: Community Wad

PostPosted: 12 Sep 2015, 11:14
by Xander9009
nivmizzet1 wrote:hmm...now there seems to be a problem with the MM basic lands that I use in some of my decks -- they're not producing mana!

Could it have anything to do with the Tomb of Yawgmoth fix?
I didn't alter any basic lands, manual mana or otherwise. I also didn't alter any of the MM functions, or the MM tokens. So it's not the tomb fix unless the duel contains the tomb or one of the corrected cards. Does your deck or any of the enemy decks contain an ability that cares about swamps or the tomb or Blanket of Night?

Re: Community Wad

PostPosted: 12 Sep 2015, 15:22
by nivmizzet1
Xander9009 wrote:Does your deck or any of the enemy decks contain an ability that cares about swamps or the tomb or Blanket of Night?
nope.

Has the manual mana function changed at all? I don't know when this problem started because I haven't used these decks in a while. I think the manual mana basic lands that I coded use Riiak's MM function.

here is the code for the forest:
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="FOREST_MM_CW_397453" />
  <CARDNAME text="FOREST" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Forest]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Forest]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="397453" />
  <ARTID value="CW397453" />
  <ARTIST name="Douglas Shuler" />
  <CASTING_COST cost="" />
  <SUPERTYPE metaname="Basic" />
  <TYPE metaname="Land" />
  <SUB_TYPE metaname="Forest" />
  <EXPANSION value="TPR" />
  <RARITY metaname="B" />
   <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Bosco della Linfa Gocciolante entra nel campo di battaglia TAPpato.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: add {G} to your mana pool]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <MODE_SELECT tag="MODE_CHOOSE_ONE">
         <MODE tag="RSN_MODE_PRODUCE_G" index="1" />
      </MODE_SELECT>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="1">
         RSN_Produce( "{G}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{G}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local nDefaultColour = COLOUR_GREEN
         local oCard = EffectSource()
         if (RSN_CheckSwitchToFallback( oCard )) then
            local nColour = RSN_GetLastProducedColour()
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (nColour ~= COLOUR_COLOURLESS) then
               oCharacteristics:GrantAbility( nColour )
            else
               oCharacteristics:GrantAbility( nDefaultColour )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="1">
      <COST type="TapSelf" />
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
   <AUTHOR><![CDATA[NivMizzet1]]></AUTHOR>
   <EDITORS><![CDATA[NivMizzet1]]></EDITORS>
   <DATE><![CDATA[14-04-15]]></DATE>
</CARD_V2>
Any idea why it's not working?

Re: Community Wad

PostPosted: 12 Sep 2015, 17:11
by Xander9009
Well, I see no reason that wouldn't work, but I would like to mention that you could definitely remove the mode bit.

Code: Select all
<MODE_SELECT tag="MODE_CHOOSE_ONE">
   <MODE tag="RSN_MODE_PRODUCE_G" index="1" />
</MODE_SELECT>
That section and the attribute 'mode="1"' from the RTA. Won't make it work, but there's nothing wrong with the code that I see.

Re: Community Wad

PostPosted: 13 Sep 2015, 02:41
by nivmizzet1
Xander9009 wrote:Well, I see no reason that wouldn't work, but I would like to mention that you could definitely remove the mode bit.

Code: Select all
<MODE_SELECT tag="MODE_CHOOSE_ONE">
   <MODE tag="RSN_MODE_PRODUCE_G" index="1" />
</MODE_SELECT>
That section and the attribute 'mode="1"' from the RTA. Won't make it work, but there's nothing wrong with the code that I see.
It's weird because they used to work fine, and the non-basic MM lands are still working (so it's not a problem with the MM function). I just don't understand . It's annoying that I can't put a time frame on when it happened. BTW the land still produces mana when auto-tapped, just not when manually tapped.

EDIT: I don't know what I did, but I just got it to work. Well, I do know what I did, but I don't know why that fixed the problem (or why it wasn't a problem previously).

3 things I did:
(1) the Italian text said something about the card entering the battlefield tapped, so I just changed that to english to say "add {G} to your mana pool"
(2) I removed the mode select
(3) and I collapsed these actions
Code: Select all
<RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
to be
Code: Select all
<RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         S_DisplayManaPool(EffectController())
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>

Re: Community Wad

PostPosted: 13 Sep 2015, 03:43
by nivmizzet1
I got this error
[lua] [string "GUIDED_PASSAGE_CW_27169_TITLE (RESOLUTION_TIME_ACTION)~0x00000493"]:7:
parameter mismatch or too few parameters [expected bzS32]

Re: Community Wad

PostPosted: 13 Sep 2015, 13:58
by Xander9009
I'm glad you got it fixed. I'm not sure why that worked unless modes don't work without at least 2 options.

I'm not 100% sure what's causing that error, but I've removed a bit of unnecessary code (a restriction that prevents the second choice from matching the first in case you have a Dryad Arbor or something). It happened to coincide with an area where the error could have originated. After the repack, let me know if it's still happening.