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Re: Community Wad

PostPosted: 23 Oct 2017, 20:37
by thefiremind
Just wanted to point out that Vines of Vastwood must not grant hexproof (in fact it didn't receive an update when the hexproof keyword was introduced): no matter who's the creature's controller, if you cast the Vines, then your opponents won't be able to target it with spells or abilities, so you could, for example, make your opponent's Giant Growth fizzle by responding to it with the Vines. If you grant hexproof, on the other hand, the creature controller's opponents won't be able to target it (so the Giant Growth of the previous example would resolve normally).

Re: Community Wad

PostPosted: 23 Oct 2017, 23:47
by nivmizzet1
thefiremind wrote:Just wanted to point out that Vines of Vastwood must not grant hexproof (in fact it didn't receive an update when the hexproof keyword was introduced): no matter who's the creature's controller, if you cast the Vines, then your opponents won't be able to target it with spells or abilities, so you could, for example, make your opponent's Giant Growth fizzle by responding to it with the Vines. If you grant hexproof, on the other hand, the creature controller's opponents won't be able to target it (so the Giant Growth of the previous example would resolve normally).
oh right, I thought there was something in the wording that meant it wasn't exactly hexproof, which is why in an older post I called it "hexproof" (in quotes); I was just too lazy to check.

the code on the card right now is:
Code: Select all
            target:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_HEXPROOF, 1)
and "KICKER_QUERY_VINES_OF_VASTWOOD_UNKICKED" asks what creature you want to cast hexproof on.
It's been like this for quite some time.

EDIT: I see Xander has edited it now...it looks good. I'll test it. :)

EDIT: Finished testing, and all seems good. Targeted my creature with it; hexproof badge was added, and I was still able to target that creature. Targeted an opponent creature with it, kicked; hexproof badge and +4/+4 was added, and I was still able to target that creature. Targeted my creature that had a Lightning Bolt aimed at it; hexproof badge was added, and Lightning Bolt fizzled.

Thanks Xander and TFM!

Re: Community Wad

PostPosted: 24 Oct 2017, 07:21
by Xander9009
Regarding Vines of Vastwood, Canopy Cover and Shielding Plax are also affected. All three have been updated.

EDIT: And apparently nivmizzet already tested the first one, so that's convenient for me. :)

Re: Community Wad

PostPosted: 28 Oct 2017, 04:22
by nivmizzet1
Tymna the Weaver bug; I don't think it's resetting after the turn is over.

Re: Community Wad

PostPosted: 28 Oct 2017, 05:10
by Xander9009
nivmizzet1 wrote:Tymna the Weaver bug; I don't think it's resetting after the turn is over.
Theoretically fixed.

Re: Community Wad

PostPosted: 28 Oct 2017, 06:03
by nivmizzet1
Reliquary Monk bug; it's not asking for an artifact or enchantment to destroy when it dies, it just goes to the graveyard and nothing happens. The code looks OK, but I noticed the file name has a (1) at the end; I don't know if that could have something to do with it...

Re: Community Wad

PostPosted: 28 Oct 2017, 06:27
by Xander9009
nivmizzet1 wrote:Reliquary Monk bug; it's not asking for an artifact or enchantment to destroy when it dies, it just goes to the graveyard and nothing happens. The code looks OK, but I noticed the file name has a (1) at the end; I don't know if that could have something to do with it...
The issue was that the artifact portion of the filter was being added to the subfilter, but the enchantment portion was being added to the main filter. Result: only a card that was both an artifact and an enchantment would be valid, and since there was no valid target for the ability, it wasn't triggered. Should be fixed.

I didn't notice anything wrong with the filename. (It didn't have a (1) in it.)

Re: Community Wad

PostPosted: 28 Oct 2017, 14:55
by nivmizzet1
I know this probably applies to any planeswalker that uses this, but in this case I think it was Liliana, Heretical Healer that triggered it -- she was the only planeswalker that had been used.

[lua] [string "_MANAGER_PLANESWALKERS_TITLE (RESOLUTION_TIME_ACTION)~0x0000053e"]:2: attempt to index a nil value


EDIT: is there some way to get the AI to stop adding counter to Aether Vial after 3 counters? In most decks I use it in, 3 is the most convenient amount, but sometimes 4. Currently the AI just adds a counter each turn.

Re: Community Wad

PostPosted: 28 Oct 2017, 16:31
by Xander9009
Aether Vial is a very complex card to decide whether or not to put a counter on it. We could force the AI to skip the counter addition under certain circumstances, but I don't think a hard limit of 3 would be advantageous overall. Perhaps we should count the creature cards of each CMC left in the hand and deck?

Re: Community Wad

PostPosted: 28 Oct 2017, 23:50
by nivmizzet1
Xander9009 wrote:Aether Vial is a very complex card to decide whether or not to put a counter on it. We could force the AI to skip the counter addition under certain circumstances, but I don't think a hard limit of 3 would be advantageous overall. Perhaps we should count the creature cards of each CMC left in the hand and deck?
Maybe it could be made simpler, if it only counts the CMC of creatures once and stores the mode. I'd think this would be beneficial under most circumstances, and less strenuous than doing a calculation every turn. Frankly, almost anything would be better than what it does currently.

Re: Community Wad

PostPosted: 29 Oct 2017, 04:10
by Xander9009
Counting the CMC each turn would take all that much CPU time. That's because, thanks to filters, we can get the game's engine to do most of the work for us at a low level, and then we just decide how to work with those numbers. Although, another strategy, if it does end up being too slow (which is unlikely, but possible), is to count once and then just monitor changes using the tracking manager. Basically, just have two triggered abilities for when a creature enters or leaves the library and for when one enters or leaves the hand. Keep a running count that only processes small amount of data after its initial run.

Even so, you're right; it'd be particularly easy to just have it run once when it enters the battlefield and then use the chosen value as a number at which to stop. I'll go ahead and do that for now since it's the least error-prone approach, and then we can expand on it later if needed.

Re: Community Wad

PostPosted: 29 Oct 2017, 07:57
by nivmizzet1
Xander9009 wrote:Counting the CMC each turn would take all that much CPU time. That's because, thanks to filters, we can get the game's engine to do most of the work for us at a low level, and then we just decide how to work with those numbers. Although, another strategy, if it does end up being too slow (which is unlikely, but possible), is to count once and then just monitor changes using the tracking manager. Basically, just have two triggered abilities for when a creature enters or leaves the library and for when one enters or leaves the hand. Keep a running count that only processes small amount of data after its initial run.

Even so, you're right; it'd be particularly easy to just have it run once when it enters the battlefield and then use the chosen value as a number at which to stop. I'll go ahead and do that for now since it's the least error-prone approach, and then we can expand on it later if needed.
Awesome! :D

Re: Community Wad

PostPosted: 29 Oct 2017, 10:57
by Xander9009
It's updated, but I haven't tested it. It defaults to 3 if something goes wrong. But if it works right, then when it enters the battlefield, it'll find the most common CMC in the library/hand and stop the AI from going over that many charge counters.

Re: Community Wad

PostPosted: 29 Oct 2017, 13:48
by nivmizzet1
Xander9009 wrote:It's updated, but I haven't tested it. It defaults to 3 if something goes wrong. But if it works right, then when it enters the battlefield, it'll find the most common CMC in the library/hand and stop the AI from going over that many charge counters.
well it at least works for 3. All my decks with Aether Vial have CMC 3 as the mode, so I can't say if it's working as intended.

Re: Community Wad

PostPosted: 04 Nov 2017, 01:37
by Rooolandd
Hello everyone, just recently i discover this wonderful website, downloaded all required files and some decks to test for exaple:
Mardu Raiders , and there i saw Scrubland have no art. And now is my question, is art simply not added yet or i messed up something?
Sory for english, not my native.