Splinterverse wrote:--BUG ALERT ---
There is an issue with the D14_PLW.lol file causing a lot of errors. I believe I have fixed it, but until the CW is updated, you may experience issues with planeswalkers and Improvise (among other errors). I have pm'ed Xander in the hopes that we might get an early update.
Do you recall what the issue was? Also, I didn't get a PM for this. It wouldn't have mattered anyway, though; I just got up. But yeah, I can go ahead and force a repack.
Splinterverse wrote:Xander, getting this error in the log . . .
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[lua] [string "Content\Functions\CW_DC.LOL"]:125: unexpected symbol near '{'
[lua]
lua_dofile error parsing file Content\Functions\CW_DC.LOL
[lua] [string "_MANAGER_CHARACTERISTICS_TITLE (CONTINUOUS_ACTION)~0x0000041f"]:2: attempt to call global 'CW_DC_PlayerDC' (a nil value)
[lua] [string "_MANAGER_CHARACTERISTICS_TITLE (CONTINUOUS_ACTION)~0x0000041f"]:2: attempt to call global 'CW_DC_PlayerDC' (a nil value)
I have not touched the CW_DC.lol file, so I'm not sure what is causing the error message.
Fixed. I've been coding in a few other languages for a few weeks now, and I accidentally used their syntax (used {} to contain the body of the new functions I made).
Splinterverse wrote:Is there a way in the deckbuiler to allow for a 40-card deck instead of 60? I see that the basic lands field is adding up to 60 no matter what my selections are.
The deckbuilder's basic land count is telling you what it'll add up to when the game gets a hold of it. There's no way to tell the game to not add lands up to 60 cards. The only way to manage that would be to put in 20 copies of a single card with the ability to remove itself from your hand and deck immediately, and then make you draw another card if it removed itself from your hand. But the deck builder won't handle that counting for you.
RiiakShiNal wrote:Xander9009 wrote:The base game's cards use positive numbers, but they're not the cards' multiverse ids. I was never certain exactly what they used, but they seem essentially random (I'm sure they're not), and I wanted to make 100% sure it's not possible for the back faces of cards to interfere with normal base game cards. In addition to that, I'm pretty sure there was another reason, but I don't remember it off hand. So for the back faces, use the negative multiverse id.
Actually, we can be fairly certain they are multiverse ids. It is highly likely that they use a single database for all cards and that when they created these cards they added them to the database which gave them unique multiverse ids. However, they are probably in the database under one of the DotP sets (which don't show on Gatherer and we can't access). Every card has a multiverse id for every language of every set it is in (along with every variation, such as same card, set set, different art). Even tokens and backs have unique multiverse ids, so the chances that here they used a different positive number instead of a real multiverse id is unlikely.
Thanks. I had already figured that was probably the case, but I was never 100% certain on that. I wish I could remember the other reason for making them negative...
Splinterverse wrote:Question for fellow modders . . .
For Aether Revolt's
Metallic Mimic, I am using the following code:
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<RESOLUTION_TIME_ACTION>
local zone = ZONE_ANYWHERE
local player = EffectController()
S_CountCreatureTypes(zone, player)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION repeating="1">
local player = EffectController()
return S_ChooseCreatureType(player)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
LinkedDC():Set_Int(0, S_ChosenCreatureType())
</RESOLUTION_TIME_ACTION>
A player alerted me that he was unable to choose a creature type for a Servo token in play. I tested this scenario and had the same problem.
I don't think it's a problem with all tokens though. I tested it after creating a Kavu token, and Kavu was listed in the creature types.
Those functions wouldn't have worked properly with creature types added by mods. They stopped at type 1230 (which is Sable). I've updated it to be based on the CREATURE_TYPE_COUNT global, but it's currently untested. Hopefully it works. It also helped me find out that apparently adding new creature types had two more steps than I'd realized: updating CHOOSE_TYPE_FUNCTIONS62.LOL (no longer necessary since I made it use CREATURE_TYPE_COUNT) and adding CARD_QUERY_CREATURE_TYPE_# to a text permanent file, where # is the creature type constant - 1000 (so human is CARD_QUERY_CREATURE_TYPE_0, advisor is CARD_QUERY_CREATURE_TYPE_1 and so on). Those have all been moved to CW_SUBTYPES.XML for consistency.
The newer ones (as well as the older ones for other card types) need translated but should work for English (and other languages should default to English, since they're currently blank):
- Processor
- Scion
- Mole
- Aetherborn
- Pilot
- Servo
- Assembly-Worker
- Contraption
- Equipment
- Fortification
- Clue
- Vehicle
- Aura
- Shrine
- Curse