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Re: Community Wad

PostPosted: 19 Sep 2016, 21:48
by Xander9009
Okay, I understand much better now.

I using tokens was only ever a distant possibility. They'll either be counters on the player or counters on a manager token. That would mean just one token, and that token would contain up to 9999 energy counters, like you are wanting.

To the best of my knowledge, we can't affect what it said in that text area, sadly. It really would be a great solution, especially since it's so rarely used. But it's not possible as far as I know.

The last solution I can think of, for the record, is to recognize that it doesn't, strictly speaking, need to be tokens or counters. It could just be a global variable that is altered. Then we could have up to 2 million, not that that'll ever be necessary.

As for the mana tokens only working up to 50, I've seen up to 100, and 100 is the confirmed token limit. To bypass it, you need to create all of the tokens you intend to at once, but that will cause problems. If you're interested, here's a post I made quite awhile ago about the token limit: viewtopic.php?f=109&t=15783&p=175706&hilit=token+limit#p175706

One post above that and two posts below it you'll find Riiak's posts with some more information.

And back on topic, to solve the issue of not being able to constantly display the energy counters, I was planning to have each card with an energy related ability have a free activated ability (set up as a mana ability to avoid Burning Tree Shaman type effects). Activating this would immediately display the number of energy counters each player has available. The ability would also be activable in any zone, not just on the battlefield. This way you can effectively decide which card is better to cast. Would this be an acceptable solution?

Re: Community Wad

PostPosted: 19 Sep 2016, 22:10
by Xander9009
I actually just realized something... Thanks to the planeswalkers being enchantments under the hood, I already made and distributed a functions that determine if a given card is an enchantment. It's used on every card that checks for enchantment status on the battlefield. This means that any card that counts enchantments, targets enchantments, chooses enchantments, or anything else, they're using a single set of functions whose code I can actually modify (which will even be a simple matter, since I made the code). This means that we could, theoretically, make alter that code a bit so that it ignores specifically named cards, such as a manager token that is actually visible. Or emblems. We could allow the planeswalkers to properly create emblems, and the same way that gorem2k and thefiremind made planeswalkers' type line show planeswalker even though it's really an enchantment, we could make the others show emblem. (I'd personally leave the manager tokens as emblems. just because it'd be difficult to come up with enough different type combinations that the game can actually handle and would never disrupt other effects.)

So, with that idea, I could try to make a card that will actually display, unlike the invisible manager tokens, which could have the energy counters added to it.

(I don't know if these functions have been properly distributed for things that count, target, and choose permanents in general, yet. I don't think it has, but it shouldn't be more difficult than for enchantments were specifically.)

Re: Community Wad

PostPosted: 20 Sep 2016, 00:22
by Splinterverse
Cards coded, tested and uploaded:
Subterranean Tremors (+HQ art)
Waylay (+HQ art)
Wellspring (+HQ art)
Wheel of Sun and Moon (+HQ art)

All but Subterranean are from the missing list. Subterranean is from Conspiracy Take the Crown.

Thanks to Xander9009 and migookman for the input to get these cards working.

More cards to come on Thursday-ish at the latest.

Re: Community Wad

PostPosted: 20 Sep 2016, 00:58
by MasterXploder7
Xander9009 wrote:I actually just realized something... Thanks to the planeswalkers being enchantments under the hood, I already made and distributed a functions that determine if a given card is an enchantment. It's used on every card that checks for enchantment status on the battlefield. This means that any card that counts enchantments, targets enchantments, chooses enchantments, or anything else, they're using a single set of functions whose code I can actually modify (which will even be a simple matter, since I made the code). This means that we could, theoretically, make alter that code a bit so that it ignores specifically named cards, such as a manager token that is actually visible. Or emblems. We could allow the planeswalkers to properly create emblems, and the same way that gorem2k and thefiremind made planeswalkers' type line show planeswalker even though it's really an enchantment, we could make the others show emblem. (I'd personally leave the manager tokens as emblems. just because it'd be difficult to come up with enough different type combinations that the game can actually handle and would never disrupt other effects.)

So, with that idea, I could try to make a card that will actually display, unlike the invisible manager tokens, which could have the energy counters added to it.

(I don't know if these functions have been properly distributed for things that count, target, and choose permanents in general, yet. I don't think it has, but it shouldn't be more difficult than for enchantments were specifically.)
Stroke of Genius --- pun intended :D :wink:

Re: Community Wad

PostPosted: 20 Sep 2016, 14:00
by Splinterverse2
My phone would not let me login so I have created a second username for use on my phone.

Xander, a few questions for you...

1. How soon after an expansion is released does it appear in Gatherer? I am excited to work on Kaladesh.

2. When I upload art to the auto upload, I usually still see it in there for a day or so. Is art handled differently?

3. In a pm you were mentioning the ability to make something invisible on the battlefield, would that work for one half of a meld duo?

Re: Community Wad

PostPosted: 20 Sep 2016, 14:08
by Xander9009
Splinterverse2 wrote:My phone would not let me login so I have created a second username for use on my phone.

Xander, a few questions for you...

1. How soon after an expansion is released does it appear in Gatherer? I am excited to work on Kaladesh.

2. When I upload art to the auto upload, I usually still see it in there for a day or so. Is art handled differently?

3. In a pm you were mentioning the ability to make something invisible on the battlefield, would that work for one half of a meld duo?
1: It usually doesn't take too long. Maybe a week or two, I think, but to be honest, I've never paid much attention to actual release dates. So, for all I know, it could take a month or so...

2: It was being handled slightly differently due to how the art used to work. It's now handled the same as cards, and so it will be moved out of the folder relatively quickly.

3: No. The issue with meld isn't even it's inability to be invisible. The issue is that when a meld card is targeted, both cards are targeted. If you target it with something like Cloudshift, both cards should come back, but that's not possible to do in DotP without recoding every single card that could target something, which frankly isn't worth the effort needed when there are only 10 meld cards. Also, you can make invisible tokens, but you can't take something that is visible and turn it invisible. The invisibility is actually just a byproduct of the game engine not knowing how to handle the cards. It's really just a bug that we can exploit.

Re: Community Wad

PostPosted: 20 Sep 2016, 14:39
by Splinterverse2
Hmmm... maybe there are too many cards to do it with but is there anyway to check the name of a card that has targeted it? If it is an exile and return type, it would respond differently maybe. I do think there is a name test.

I don't know maybe it is too much work for just a few cards.

Re: Community Wad

PostPosted: 20 Sep 2016, 14:49
by Xander9009
You can check a card's name with oCard:GetCardName(). However, this would only let you see the name. In order to work with those cards, it would then need to basically have the code for every possible card that could target it for removal, and then it also need to successfully check that the card isn't countered or altered in any way, all while keeping in mind that the melded card itself might also have been changed such that it interacts differently with the card targeting it.

And after all of that, you end up with cards using a cool idea, but they don't actually end up doing anything particularly special.

At the absolute least, I wouldn't put in the effort for those until there aren't other cards to be coded. They would probably take a long time to code if they even could be coded. It's not necessarily impossible, but it would almost certainly be prone to bugs.

Re: Community Wad

PostPosted: 20 Sep 2016, 15:12
by Splinterverse2
Makes sense. I agree with your assessment, Xander.

Re: Community Wad

PostPosted: 21 Sep 2016, 01:28
by Splinterverse
Coded, tested, uploaded:
Quillmane Baku (+HQ art)
Wall of Tombstones (+HQ art)
Warden of the Wall (+HQ art)
Warren Pilferers (+HQ art)
Weathered Wayfarer (+HQ art)
Whirlpool Warrior (+HQ art)

All of the above are from the Missing Cards list.

Thanks to Xander for help on Quillmane, Warren, Weathered, and Whirlpool.

Re: Community Wad

PostPosted: 21 Sep 2016, 05:59
by nachonal986
Xander9009 wrote:
nachonal986 wrote:Hey there, months that I didnt touch this excelent game, and Im a little confused...

All the arts show as last modified on feb 2016, and I didn't find de core file as before...

What happen? :(
I'm not sure what's wrong, but I'm 100% sure it's on your end. I just checked using incognito mode and by sending the link to a friend and they checked also. The art wads were updated in May, with the art update being updated just a few days ago (and will be again tonight, since I added a few art files and splinterverse did too). The core was updated today.

Three things you could try:
1: If you've got the CW folders added to your google drive, then maybe try removing them from yours and re-adding them?
2: Try using incognito mode (or whatever the version is for your browser if you're not in chrome). You'll be seen as a new user, which should fix any issues associated with your google account.
3: Try clearing your browser cache. If you delete your cookies, then you'll probably be logged out of whatever websites you're logged into, mind. So, don't delete those. But if it's a problem with your browser, that will probably fix it.

Let me know if you manage to fix it. If not, I'll see if there's anything I can do from my end.
thks man, as always you rocks

With incognito mode the problem is solved... Must to be a type of malware or something, because google looking weird too...

Hope fix all this and try to play with you (finally) online. =P

Re: Community Wad

PostPosted: 21 Sep 2016, 07:37
by Finnical
I went to download the core wad and there are 6 versions of it in my google drive folder.

Re: Community Wad

PostPosted: 21 Sep 2016, 07:41
by Xander9009
Finnical wrote:I went to download the core wad and there are 6 versions of it in my google drive folder.
I've removed all but the current version, but I'm currently heading to bed, so I'll figure out what's causing it tomorrow.

Re: Community Wad

PostPosted: 22 Sep 2016, 10:25
by Splinterverse
Xander -- the .wad file is missing. Just logged into the Community Wad folder and the only thing in it is the dll.

Re: Community Wad

PostPosted: 22 Sep 2016, 10:26
by Xander9009
Splinterverse wrote:Xander -- the .wad file is missing. Just logged into the Community Wad folder and the only thing in it is the dll.
It's currently in the process of uploading.

EDIT: Google Drive got a bit confused. It was unable to upload to upload it. Not sure when, but it's going now.