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Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks
2014
Programs with AI or Rules Enforcement
Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks
2014
Community Wad
Moderators: Xander9009, CCGHQ Admins
Re: Community Wad
by fallenangle » 04 Jun 2015, 17:44
What I meant was, before I added that line, I could, for example, summon Dragonlord Atarka with no other creatures in play, and it would have to shoot itself, because there was nothing specifying that the creatures or planeswalkers should belong to an opponent rather than to you.For Dragonlord Atarka: Is that not correct? It seems it could go either way. Is there an example of a card specifying "an opponent controls" for both creatures and planeswalkers?
Edit: I think I found the source of the other (not the 'Filteref' one) error in Whisperwood Elemental: it should be an unclosed parenthesis on line 231, which is a long line (line 11 in the RTA block) that reads:
- Code: Select all
token:StoreCopiableValues(MTG():DuelDataChest():Get_Chest(CW_MANIFEST_CHEST):Make_Chest(Object():GetRef()):Make_Chest(0) and RSN_ObjectDC():Get_Chest(CW_MANIFEST_CHEST):Get_Chest(Object():GetRef()):Get_Chest(1)
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Re: Community Wad
by Kithkin » 05 Jun 2015, 01:21
Update #300
- Code: Select all
05.06.2015 03:17:12: Log Opened.
05.06.2015 03:17:12: Low: System.Xml - Das Start-Tag 'PLAYER_TIME_ACTION' in Zeile 234 Position 29 stimmt nicht mit dem Ende-Tag 'CARD_V2' überein. Zeile 235, Position 3.:
bei System.Xml.XmlTextReaderImpl.Throw(Exception e)
bei System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
bei System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
bei System.Xml.XmlTextReaderImpl.ParseEndElement()
bei System.Xml.XmlTextReaderImpl.ParseElementContent()
bei System.Xml.XmlTextReaderImpl.Read()
bei System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
bei System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
bei System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
bei System.Xml.XmlDocument.Load(XmlReader reader)
bei System.Xml.XmlDocument.LoadXml(String xml)
bei RSN.DotP.CardInfo.ParseXML(String strXML)
bei RSN.DotP.CardInfo..ctor(String strFilename, String strXML, String strWad, GameDirectory gdData)
bei RSN.DotP.WadWrapper.LoadCards(FileStream fsInput, GameDirectory gdData)
Extra Information:
Unable to load card: AVEN_SUNSTRIKER_CW_394504.xml in DATA_DLC_COMMUNITY_CORE
05.06.2015 03:17:15: Low: Card (NUT_COLLECTOR_CW_29987) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: NUT_COLLECTOR_29987
05.06.2015 03:17:16: Low: Card (SKRED_122120) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: SKRED_CW_122120
05.06.2015 03:17:16: Low: Card (TAINTED_STRIKE_CW_209049) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: TAINTED_STRIKE_209049
05.06.2015 03:17:17: Low: Card (VOIDMAGE_PRODIGY_CW_108811) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: VOIDMAGE_PRODIGY_108811
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Re: Community Wad
by Kithkin » 05 Jun 2015, 03:07
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Re: Community Wad
by Kithkin » 05 Jun 2015, 18:59
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Re: Community Wad
by Xander9009 » 05 Jun 2015, 19:13
Everything from the "and" onward should be removed. Not sure if there's more wrong, but it shouldn't have that latter section.fallenangle wrote:What I meant was, before I added that line, I could, for example, summon Dragonlord Atarka with no other creatures in play, and it would have to shoot itself, because there was nothing specifying that the creatures or planeswalkers should belong to an opponent rather than to you.For Dragonlord Atarka: Is that not correct? It seems it could go either way. Is there an example of a card specifying "an opponent controls" for both creatures and planeswalkers?
Edit: I think I found the source of the other (not the 'Filteref' one) error in Whisperwood Elemental: it should be an unclosed parenthesis on line 231, which is a long line (line 11 in the RTA block) that reads:It still didn't Manifest anything for me at the end of my turn, though, so there might be more that isn't right with it. Do I need anything other than the Manifest Functions LOL to get it to work? I don't use the CW (although I often borrow cards from it).
- Code: Select all
token:StoreCopiableValues(MTG():DuelDataChest():Get_Chest(CW_MANIFEST_CHEST):Make_Chest(Object():GetRef()):Make_Chest(0) and RSN_ObjectDC():Get_Chest(CW_MANIFEST_CHEST):Get_Chest(Object():GetRef()):Get_Chest(1)
Aven Sunstriker, Nut Collector, Skred, Tainted Strike, Voidmage Prodigy, Sabertooth Outrider, and Hardened Berserker all addressed.
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Re: Community Wad
by Kithkin » 06 Jun 2015, 13:53
Bug report
Taigam's Strike
- no "can't be blocked"
- custom text should read "Choose a creature to get +2/+0."
- [lua] [string "TAIGAMS_STRIKE_CW_394726_TITLE (CONTINUOUS_ACTION)~0x00000c8b"]:6: parameter mismatch or too few parameters [expected bzS32]
Skywise Teachings -- no Djinn Monk token, if paid
Ojutai's Breath -- is not "active", if opponent has no creatures
Djinn Monk token -- art is missing
Taigam's Strike
- no "can't be blocked"
- custom text should read "Choose a creature to get +2/+0."
- [lua] [string "TAIGAMS_STRIKE_CW_394726_TITLE (CONTINUOUS_ACTION)~0x00000c8b"]:6: parameter mismatch or too few parameters [expected bzS32]
Skywise Teachings -- no Djinn Monk token, if paid
Ojutai's Breath -- is not "active", if opponent has no creatures
Djinn Monk token -- art is missing
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Re: Community Wad
by zhupiter » 06 Jun 2015, 16:31
bug report:
Collected Company :Its ability is putting creatures cost less than 4 to the battlefield,but when it works I can choose to put anything .
Shield Sphere :-0/-1 counter can't be put
Collected Company :Its ability is putting creatures cost less than 4 to the battlefield,but when it works I can choose to put anything .
Shield Sphere :-0/-1 counter can't be put
- Code: Select all
[lua] [string "SHIELD_SPHERE_CW_159103_TITLE (RESOLUTION_TIME_ACTION)~0x00006a6e"]:3: attempt to call method 'MinusZeroMinusOneCounters' (a nil value)
Re: Community Wad
by Xander9009 » 06 Jun 2015, 20:25
Addressed these issues, however, there is no function for -0/-1 counters. I've changed it to -1/-1 counters for now. If anyone can think of a good solution, I'd love to hear it. My best thought it to make a counter called MinusZeroMinusOne, and make a manager for the counter (which could probably handle any other counters we'd ever need to make), which scans all permanents for those counters and modified their P/T accordingly and removed opposing counters. But I'm too tired to make such a manager at the moment. If no one can think of anything better, I'll try and get one working tonight if I remember.
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Re: Community Wad
by RiiakShiNal » 07 Jun 2015, 00:51
A custom manager for custom P/T altering counters is essentially the only good way to manage counters not inherently supported by the game (such as -2/-2 counters which are needed for Ebon Praetor).
It would be different if counters could also have Lua scripts attached to them in which case it would just be a matter of creating custom counters, but DotP doesn't have that kind of support.
It would be different if counters could also have Lua scripts attached to them in which case it would just be a matter of creating custom counters, but DotP doesn't have that kind of support.
Just getting started: Xander9009's DotP 2014 Community Wad
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Re: Community Wad
by Yodatheugly » 08 Jun 2015, 06:18
bug report:
EDIT: Tokens created by Mirror Mockery stay on the battlefield.
Also, I've noticed something when working with manual mana like Opulent Palace. If I don't have enough normal land cards available, I'm not able to use an ability like the one from Necromaster Dragon, even when I have enough mana in my mana pool from the Opulent Palace s. I've read that there might be some issues with this in the first post of the topic, but I'm not sure if this particular problem relates to that. It's not as if the mana disappears, 'cause I'm able to spend it again after the combat phase.
- Code: Select all
[lua] [string "RISEN_EXECUTIONER_CW_394666_TITLE (PLAY_TIME_ACTION)~0x00000482"]:5: '<name>' expected near '('
[lua] [string "DEATHBRINGER_REGENT_CW_394532_TITLE (INTERVENING_IF)~0x0000044d"]:5: attempt to index a nil value
EDIT: Tokens created by Mirror Mockery stay on the battlefield.
Also, I've noticed something when working with manual mana like Opulent Palace. If I don't have enough normal land cards available, I'm not able to use an ability like the one from Necromaster Dragon, even when I have enough mana in my mana pool from the Opulent Palace s. I've read that there might be some issues with this in the first post of the topic, but I'm not sure if this particular problem relates to that. It's not as if the mana disappears, 'cause I'm able to spend it again after the combat phase.
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Re: Community Wad
by RiiakShiNal » 08 Jun 2015, 11:02
Because Manual Mana does not auto-tap the game does not recognize it as being available if you have not tapped it. So to use it for something like Necromaster Dragon you have to wait until the right time to tap and use it. So for example once Necromaster Dragon deals damage and the ability starts to process (you see the ability pending effect), then you would tap enough manual mana to haveYodatheugly wrote:Also, I've noticed something when working with manual mana like Opulent Palace. If I don't have enough normal land cards available, I'm not able to use an ability like the one from Necromaster Dragon, even when I have enough mana in my mana pool from the Opulent Palace s. I've read that there might be some issues with this in the first post of the topic, but I'm not sure if this particular problem relates to that. It's not as if the mana disappears, 'cause I'm able to spend it again after the combat phase.
in your mana pool (manual mana is not in your pool until you tap it) then when Necromaster Dragon's ability resolves and asks if you want to pay
you should be able to.Note though that if the card coder made Necromaster Dragon's ability such that it won't go on the stack or even attempt to resolve if there isn't enough mana in the pool then that card won't work with manual mana (the card also won't be rule compliant as it is always supposed to activate, but do nothing if you don't pay
). I mention this because sometimes coders will put in short circuit code to prevent spending extra time in the match if they think that the player is unable to use the ability, though there are also issues with the DotP engine itself using short circuit code as well because they did not plan for things like manual mana.Just getting started: Xander9009's DotP 2014 Community Wad
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Re: Community Wad
by Xander9009 » 08 Jun 2015, 14:30
Addressed Risen Executioner, Deathbringer Regent, Necromaster Dragon (it was set to autoskip the ability if the player couldn't pay), and Mirror Mockery.
For Risen Executioner, the filter is correct, so it should only be affecting zombies. I'll test it out.
Edit: Found the problem in Risen Executioner. It had FE_INSTANCE instead of FE_CARD_INSTANCE.
Edit: Found the problem in Risen Executioner. It had FE_INSTANCE instead of FE_CARD_INSTANCE.
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Re: Community Wad
by Yodatheugly » 08 Jun 2015, 23:55
Xander9009 wrote:Addressed Risen Executioner, Deathbringer Regent, Necromaster Dragon (it was set to autoskip the ability if the player couldn't pay), and Mirror Mockery.
EDIT:
- Code: Select all
<RESOLUTION_TIME_ACTION>
local token_chest = EffectDC()
if token_chest ~= nil then
local token_count = token_chest:Count()
for i=0,token_count-1 do
local token = token_chest:Get_NthCardPtr(i)
if token ~= nil then
token:Exile()
end
end
end
</RESOLUTION_TIME_ACTION>
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Re: Community Wad
by fallenangle » 09 Jun 2015, 05:19
I just played a game with Deathmist Raptor and Den Protector. The Raptor went in my graveyard from combat damage, and the Protector was face down. I had the mana to turn it face up, so I did. It correctly turned face up, but did not get a +1/+1 counter or ask me to return a card from my graveyard to my hand. (The Raptor's ability triggered and seemed to work just fine, however.) On exiting the game, I got the following script log error:
[lua] [string "Content\Functions\CW_MORPH.LOL"]:357:
parameter mismatch or too few parameters [expected bzU32]
I looked at the LOL file, but I couldn't find anything out of the ordinary. Maybe Xander can spot the problem?
As for the exiling bug that yodatheugly mentioned, it is indeed a bug (to the best of my knowledge, anyway), and can be seen with the Fiendhunter in the base game if it is destroyed or exiled after it chooses a target but before its own ability resolves. So, I think you just have to be careful about when you sacrifice, destroy, or exile certain permanents.
[lua] [string "Content\Functions\CW_MORPH.LOL"]:357:
parameter mismatch or too few parameters [expected bzU32]
I looked at the LOL file, but I couldn't find anything out of the ordinary. Maybe Xander can spot the problem?
As for the exiling bug that yodatheugly mentioned, it is indeed a bug (to the best of my knowledge, anyway), and can be seen with the Fiendhunter in the base game if it is destroyed or exiled after it chooses a target but before its own ability resolves. So, I think you just have to be careful about when you sacrifice, destroy, or exile certain permanents.
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