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Re: Community Wad

PostPosted: 04 Nov 2015, 06:53
by nivmizzet1
Xander9009 wrote:Put this after the increment: MTG():MessageAllPlayers(RSN_ObjectDC():Get_Int(0))

Make sure it's increasing properly.

Also, it's missing the reset, because I forgot about it. You'll just need to make a trigger for end of turn that calls RSN_ObjectDC():Set_Int(0, 0).

EDIT: You could even make that reset every step, rather than at the end of every turn. This way, it'll start auto-skipping if used in an infinite combo, but otherwise is unlikely to ever auto-skip.
It's not incrementing -- each time the persist activates it's setting the int as 1

Re: Community Wad

PostPosted: 04 Nov 2015, 11:11
by alexandreonly
Xander9009 wrote:Awesome. More modders is always a good thing. Welcome back. :)

1: They work relatively well. I never have any problems with them, but others occasionally do. The AI doesn't always use them the most effectively, but it will use them. It'll also prioritize attacking them in order to kill them.

2: I don't know if it handles infect and wither both particularly effectively, but I do know that it understands it to an extent. I haven't personally played using infect often enough to really gauge it.

3: Various people have done this. The requirements are that you and the other player must have the EXACT same wad files. The CW is updated every day, so make sure you have the newest version. Make sure you're either both using or neither using Riiak's Manual Mana Mod (using it will give basic lands the manual mana ability but shouldn't have any other effect). Also make sure you both have the same deck was and content pack enablers. Also, it's only been achieved with the official game. Doesn't seem to want to work with cracked games, which is largely what stopped the multiplayer event being planned recently.

4: Riiak's Deck Builder and Notepad++ are all you really need. Notepad++ can be replaced by any programming text editor, but the deck builder is pretty much essential. You CAN mod without it, but it's a LOT easier. If you're modding for the CW, then you don't need anything else. Otherwise, you'll need Gibbed Tools to convert the images (and sort of to pack your wad, but the deck builder actually has that ability).

5: Migookman made a post recently listing all of the currently missing cards. The list includes cards that haven't been done and card's that can't be done, with no distinction, but the list is still VERY useful. It's a few pages back. (Or just search for a post by migookman and see his signature).

Feel free to make any cards you want. Older cards are probably the majority of the missing ones, so that works out.
Thanks, i already installed, still getting used to it. I coded a nostalgic card, Purraj of Urborg, it has two abilities, the second one is working perfectly, but the first (first strike while attacking) is not, because i didn't find a similar function in the other cards. Do you know what function(s) i can use?

Re: Community Wad

PostPosted: 04 Nov 2015, 14:31
by Xander9009
nivmizzet1 wrote:
Xander9009 wrote:Put this after the increment: MTG():MessageAllPlayers(RSN_ObjectDC():Get_Int(0))

Make sure it's increasing properly.

Also, it's missing the reset, because I forgot about it. You'll just need to make a trigger for end of turn that calls RSN_ObjectDC():Set_Int(0, 0).

EDIT: You could even make that reset every step, rather than at the end of every turn. This way, it'll start auto-skipping if used in an infinite combo, but otherwise is unlikely to ever auto-skip.
It's not incrementing -- each time the persist activates it's setting the int as 1
Best guess is it's not protecting the ObjectDC properly. Also, make sure the int is being incremented not set to 1 (by that I mean double check the code to make sure it's Int_Inc(0) and not Set_Int(0, 1)). The ObjectDC should be protected. I'm not sure why it would reset since the protection should be working.

alexandreonly wrote:Thanks, i already installed, still getting used to it. I coded a nostalgic card, Purraj of Urborg, it has two abilities, the second one is working perfectly, but the first (first strike while attacking) is not, because i didn't find a similar function in the other cards. Do you know what function(s) i can use?
Code: Select all
  <STATIC_ABILITY>
    ...Localized text....
    <CONTINUOUS_ACTION layer="6">
      if EffectSource() ~= nil and EffectSource():IsAttacking() then
        EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_FIRST_STRIKE, 1)
      end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>

Re: Community Wad

PostPosted: 05 Nov 2015, 03:29
by nivmizzet1
Xander9009 wrote:
nivmizzet1 wrote:It's not incrementing -- each time the persist activates it's setting the int as 1
Best guess is it's not protecting the ObjectDC properly. Also, make sure the int is being incremented not set to 1 (by that I mean double check the code to make sure it's Int_Inc(0) and not Set_Int(0, 1)). The ObjectDC should be protected. I'm not sure why it would reset since the protection should be working.
It's definitely Int_Inc(0)

Code: Select all
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Persist]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Persistance]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Persistir.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beharrlichkeit]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Persistere]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[頑強]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[근성]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Упорство]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Persistir]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
      <INTERVENING_IF ignore_resolution_check="1">
         if TriggerObject():CountCounters(MTG():MinusOneMinusOneCounters()) == 0 then
            return true
         else
            return false
         end
      </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            EffectDC():Protect_CardPtr( COMPARTMENT_ID_PARAM_TRIGGER_OBJECT )
            TriggerObject():PutOntoBattlefield( TriggerObject():GetOwner() )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():AddCounters( MTG():MinusOneMinusOneCounters(), 1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_ObjectDC():Int_Inc(0)
         MTG():MessageAllPlayers(RSN_ObjectDC():Get_Int(0))
      </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
         return RSN_ObjectDC():Get_Int(0) &gt;= 3
      </AUTO_SKIP>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protect ObjectDC
      <TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         RSN_ProtectObjectDC()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY>
      <TRIGGER value="END_OF_STEP">
         return MTG():GetStep() == STEP_END_OF_TURN
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_ObjectDC():Set_Int(0, 0)
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>

Re: Community Wad

PostPosted: 06 Nov 2015, 02:49
by alexandreonly
Hi, i'm trying to code Abomination and Circle of Protection: White (both from 4ED) with no success. Someone have a light?

Re: Community Wad

PostPosted: 06 Nov 2015, 12:47
by nivmizzet1
alexandreonly wrote:Hi, i'm trying to code Abomination and Circle of Protection: White (both from 4ED) with no success. Someone have a light?
They are both already in the CW. Your time would be better spent coding something that's not already coded.

Re: Community Wad

PostPosted: 06 Nov 2015, 14:05
by alexandreonly
nivmizzet1 wrote:
alexandreonly wrote:Hi, i'm trying to code Abomination and Circle of Protection: White (both from 4ED) with no success. Someone have a light?
They are both already in the CW. Your time would be better spent coding something that's not already coded.
If the community wad is the 86mb one, i already downloaded, but the deck builder didn't find those cards. I have vanilla dotp 2014, with custom content enabler and all, with the community wad the total card count is 2404. I did something wrong?

Re: Community Wad

PostPosted: 06 Nov 2015, 15:42
by Xander9009
Your filters are probably set up wrong in the deck builder, causing it to not show a large portion of the cards. The CW has about 12,000 cards.

Re: Community Wad

PostPosted: 06 Nov 2015, 16:02
by Xander9009
To whoever reported the bug about Singe, it's fixed. You said you wanted me to let you know when it was fixed, but you listed your username as "Opened Riiak's Deck Builder". Not sure how I could PM you the results without knowing who you are lol...

Re: Community Wad

PostPosted: 06 Nov 2015, 16:04
by alexandreonly
Xander9009 wrote:Your filters are probably set up wrong in the deck builder, causing it to not show a large portion of the cards. The CW has about 12,000 cards.
I cleared all filters, but i will check again when i back home. Anyway, it's good to know that there's about 12000 cards.

Re: Community Wad

PostPosted: 06 Nov 2015, 16:24
by Xander9009
alexandreonly wrote:
Xander9009 wrote:Your filters are probably set up wrong in the deck builder, causing it to not show a large portion of the cards. The CW has about 12,000 cards.
I cleared all filters, but i will check again when i back home. Anyway, it's good to know that there's about 12000 cards.
Yeah, with no filters, I see 14,090 cards. But without the CW, there are only 1,500, so you are at least seeing about 500 of them.

Re: Community Wad

PostPosted: 06 Nov 2015, 17:19
by alexandreonly
Xander9009 wrote:
alexandreonly wrote:
Xander9009 wrote:Your filters are probably set up wrong in the deck builder, causing it to not show a large portion of the cards. The CW has about 12,000 cards.
I cleared all filters, but i will check again when i back home. Anyway, it's good to know that there's about 12000 cards.
Yeah, with no filters, I see 14,090 cards. But without the CW, there are only 1,500, so you are at least seeing about 500 of them.
Now it's working, there's 14949 without filters, without my own cards. All the cards i planned to code until now are here. Maybe i clone some cards just to use their previous art for the sake of nostalgia and some decks. As a example, Serra Angel had many different pictures in the many sets it existed. Nice work guys ;)

Re: Community Wad

PostPosted: 06 Nov 2015, 17:37
by Xander9009
Just keep in mind to NOT upload any alternate art cards. The CW should only have 1 copy of any given card where possible. However, feel free to change the art a given card uses (just don't make a new copy for it).

Re: Community Wad

PostPosted: 06 Nov 2015, 18:13
by alexandreonly
Xander9009 wrote:Just keep in mind to NOT upload any alternate art cards. The CW should only have 1 copy of any given card where possible. However, feel free to change the art a given card uses (just don't make a new copy for it).
Ok. Cards that have reprints with different art should have only the last version? Why?

Re: Community Wad

PostPosted: 06 Nov 2015, 18:25
by Xander9009
Not the last version. Whatever version you want. The generator will produce cards with the latest art, but you can change it whatever art version you want. But only ONE copy. And there are multiple reasons: reduce the time it takes to load the game/deck builder, reduce the amount of work it takes to fix a bug, reduce confusion over multiple identical cards (especially since various cards DO have multiple versions that are NOT identical). It was one of the main goals when I created the CW: no duplicates except where necessary.