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Re: Community Wad

Postby Kithkin » 16 Jun 2015, 14:56

16.06.2015 16:54:14: Medium: D14_UNDERWORLD_BOX_POOL uses a UID that conflicts with D14_ELF_TRIBE_LAND_POOL.
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Re: Community Wad

Postby Kithkin » 17 Jun 2015, 15:28

[lua] [string "GLACIAL_FORTRESS_MM_CW_190562_TITLE (RESOLUTION_TIME_ACTION)~0x00001e3c"]:5: attempt to index a nil value
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Re: Community Wad

Postby Xander9009 » 17 Jun 2015, 15:38

Kithkin wrote:[lua] [string "GLACIAL_FORTRESS_MM_CW_190562_TITLE (RESOLUTION_TIME_ACTION)~0x00001e3c"]:5: attempt to index a nil value
Should be fixed in the next update. Simple leftover from when someone converted it from auto-tap to manual tap.

EDIT: Oh, and I'll add this here, too.

There is a new tool in the Public Tools folder to check your version. This will be useful for anyone who is manually updating the packed art wads.

Grab it here.

Using it should be extremely simple. You need that exe and Gibbed Tools. The best place to put Gibbed Tools is anywhere inside of your game folder. The best place to put the tool is directly in your game folder.

Once in place, there is a new file named Master Version File.txt in the packed art folder with all of the wads. This new file is simply a combination of all of the others (in fact, depending on how it's all working [I haven't looked in awhile], I might delete the other version files). It was made for use specifically with this tool.

With the exe in your game folder with the CW's art wads, download that master file and drop it onto the exe. (It doesn't matter where it's dropped from. Dropping it from the game folder, your downloads folder, or anywhere else will all work).

You should end up with a file opened at the end and two new files in your game folder. The one that opens is the list of apparently outdated files. The one that is made but not opened is a list of the art files you have with their versions.

Please note that if for some reason you do not have all of the art, then the outdated versions file will list the missing files as outdated. You'll need to ignore those. It should work just fine, otherwise.

-------------

Those are the main instructions, and if you want to follow those, you can ignore the rest of this.

The file was originally written to do something slightly different, and that functionality still exists. You can leave the file anywhere on your drive and simply drop an art wad or multiple ones onto it from anywhere for it to list those versions. This means you can avoid putting it into your game folder if you don't want to. However, it can only handle having wads OR the master version file dropped on it. It cannot handle both, and it cannot handle finding the master version file the way it does the art wads. This means that you cannot automatically compare the versions of wads dropped on it with the master version file. If you grab the Compare Filelists.exe file in the public tools folder, you can drop the master file and the versions file on that to get the same result (the code was copy/pasted and slightly modified, so it'll be the same).

You can also just double click the exe if it's in your game folder (or any other folder with CW art wads) to check the versions of all art files in the folder without having to drop anything.

Finally, it will automatically find Gibbed Tools anywhere inside the folder it's in, like I said (that's why putting the Gibbed Tools folder in your game folder or a subfolder of it is a good idea). However, if it's not there, it will ask you where to find it and save that information for future use.
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Re: Community Wad

Postby cenarius » 17 Jun 2015, 18:56

Bug report.

"Gloom" The second ability doesn't work, when activating abilities from white enchantments.

Edited: Tested it against a rebel deck with 4 "Luminarch Ascension". It wasn't fun :|
Last edited by cenarius on 17 Jun 2015, 19:14, edited 1 time in total.
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Re: Community Wad

Postby Xander9009 » 17 Jun 2015, 19:08

cenarius wrote:Bug report.

"Gloom" The second ability doesn't work, when activating abilities from white enchantments.
That's because ability costs cannot be modified.
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Re: Community Wad

Postby cenarius » 17 Jun 2015, 19:16

Xander9009 wrote:That's because ability costs cannot be modified.
What?! my intention was to use its ability to make "Heartstone".

What a shame.
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Re: Community Wad

Postby Xander9009 » 17 Jun 2015, 19:26

cenarius wrote:
Xander9009 wrote:That's because ability costs cannot be modified.
What?! my intention was to use its ability to make "Heartstone".

What a shame.
Riiak already said Heartstone isn't possible. He's right. Sorry.
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Re: Community Wad

Postby cenarius » 18 Jun 2015, 11:57

Bug report.

"Renowned Weaponsmith"

I can use its ability to use the mana for casting artifacts but not for activating artifacts abilities. Tested it with a merfolk deck with 4 "Amulet of Kroog".

I really hope at least this can be fixed but i don't know how to do it.
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Re: Community Wad

Postby Xander9009 » 18 Jun 2015, 18:35

cenarius wrote:Bug report.

"Renowned Weaponsmith"

I can use its ability to use the mana for casting artifacts but not for activating artifacts abilities. Tested it with a merfolk deck with 4 "Amulet of Kroog".

I really hope at least this can be fixed but i don't know how to do it.
Nope, that also can't be fixed. Restricted mana was barely possible at all. Neo (the one who made the original restricted mana cards) looked into abilities but couldn't get it to work. To be fair, that doesn't necessarily mean it's not possible, but if he couldn't figure it out, and I couldn't think of a solution (I was helping him with testing and ideas for it), then the only one around still likely to be able to, if it's even possible, is Riiak. Unfortunately, I'm pretty sure it's just not possible. Neo mentioned that the timing of granting and removing the mana abilities from the mana tokens upon hovering over an artifact (well, I believe he was testing with Sliver Hive and slivers, not artifacts, but it's the same result) just wouldn't line up. It always made the mana unusable or usable for all abilities.

If you want to tinker with it, let me know if you make any progress. If there's some information Neo missed, I might be able to get it working. I won't be focusing on it without new information, though. (I've already got two other mana related things to work out. Snow mana and a method of combining auto-tap and manual-tap mana producers.)
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Re: Community Wad

Postby cenarius » 18 Jun 2015, 18:49

@Xander9009 Damn. No way, if i could help on the coding i would have offered it already, but i'm not even close to your level guys. Basically i'm still struggling and trying to do "Static Orb", which i'm sure would take you like 10 min to do but here i am, since yesterday. Like i said, i'm just a simple guy who reads code and copy/paste, but thanks for the answer ;).
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Re: Community Wad

Postby Xander9009 » 18 Jun 2015, 20:00

cenarius wrote:@Xander9009 Damn. No way, if i could help on the coding i would have offered it already, but i'm not even close to your level guys. Basically i'm still struggling and trying to do "Static Orb", which i'm sure would take you like 10 min to do but here i am, since yesterday. Like i said, i'm just a simple guy who reads code and copy/paste, but thanks for the answer ;).
If you have any questions, feel free to ask. I think I've got a good starting point coded. No idea if it works, though.
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Re: Community Wad

Postby cenarius » 18 Jun 2015, 20:27

Xander9009 wrote:If you have any questions, feel free to ask. I think I've got a good starting point coded. No idea if it works, though.
Yes please.

How in all hells can i make the orb work only when it's untapped? i already got it working for untapping just two perma, but i can't make the other part work. Here is the thing, i'm doing this card for the merfolk opposition deck, using the "Opposition" + "Static Orb" combo so when it's the opponent's turn, he or she just untaps two perma and then i use my merfolks to tap their cards (lands, artifacts, creatures, whatever), and then on his end, tap the orb so its effect doesn't trigger and so i can untap all my permanents.

Nasty, uh?

I was trying to get the "Trinisphere" ability (fromt he CW) so the orb effect applies only when it's untapped but i can't get it to work.

Here is the code i made... ejem, copied:

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="STATIC_ORB_512015862" />
  <CARDNAME text="STATIC_ORB" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Static Orb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Orbe statique]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esfera estática]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Statische Sphäre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Static Orb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Static Orb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Static Orb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Static Orb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Static Orb]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="512015862" />
  <ARTID value="512015862" />
  <ARTIST name="Terese Nielsen" />
  <CASTING_COST cost="{3}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="7E" />
  <RARITY metaname="R" />
  <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los guerreros lucharon contra las olas paralizantes hasta que incluso sus pensamientos se congelaron.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The warriors fought against the paralyzing waves until even their thoughts froze in place.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
 
<STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as Static Orb is untapped, players can’t untap more than two permanents during their untap steps.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si l’Orbe statique est dégagée, les joueurs ne peuvent pas dégager plus de deux permanents pendant leur étape de dégagement.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mientras la Esfera estática esté enderezada, los jugadores no pueden enderezar más de dos permanentes durante su fase de enderezar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Statische Sphäre nicht getappt ist, können Spieler nicht mehr als zwei bleibende Karten während ihres Enttappsegments enttappen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se il Globo della Staticità è STAPpato, i giocatori non possono STAPpare più di due permanenti durante il proprio STAP.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As long as Static Orb is untapped, players can’t untap more than two permanents during their untap steps.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As long as Static Orb is untapped, players can’t untap more than two permanents during their untap steps.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As long as Static Orb is untapped, players can’t untap more than two permanents during their untap steps.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As long as Static Orb is untapped, players can’t untap more than two permanents during their untap steps.]]></LOCALISED_TEXT>
   <FILTER filter_id="0">
         local filter = ClearFilter()
         filter:Add( FE_IS_PERMANENT, true )
   </FILTER>
         
      <CONTINUOUS_ACTION layer="8" filter_id="0">
         if FilteredCard() ~= nil then
            local characteristics = FilteredCard():GetCurrentCharacteristics()
            characteristics:Bool_Set( CHARACTERISTIC_DOESNT_UNTAP, 1 )
         end
      </CONTINUOUS_ACTION>
      
</STATIC_ABILITY>
   
<TRIGGERED_ABILITY forced_skip="1" priority="-10">
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
         return MTG():GetStep() == STEP_UNTAP
      </TRIGGER>

   <RESOLUTION_TIME_ACTION>
   
    local effectController = TriggerPlayer()
   if effectController ~= nil then
      local filter = ClearFilter()
      filter:Add( FE_IS_PERMANENT, true )
      filter:Add( FE_CONTROLLER, OP_IS, effectController )
         
      effectController:SetItemCount( 2 )
         for i = 0, (2-1) do
            effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_PERMANENT_TO_UNTAP" )
         end
      effectController:ChooseItems( EffectDC():Make_Targets(0) )
   end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local targetDC = EffectDC():Get_Targets(0)
    if targetDC ~= nil then
       local num_tap = targetDC:Count()
       for i = 0,(num_tap-1) do
          local card = targetDC:Get_CardPtr(i)
          if card ~= nil  then
             card:Untap()
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
   
   <AUTHOR><![CDATA[thefiremind]]></AUTHOR>
   <EDITORS><![CDATA[Cenarius]]></EDITORS>
   <DATE><![CDATA[18-06-15]]></DATE>
</CARD_V2>
Any help would be appreciated.
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Re: Community Wad

Postby sweetLu » 19 Jun 2015, 03:20

A complete rule compliant Static Orb will be a little complicated. For starters you cannot have the filter for selecting which two permanents to untap set to all permanents. For instance, you cannot untap a creature affected by Frost Breath 's ability. So you would need to filter out any permanent that otherwise would not untap.


Secondly, it would take some work to make it rule compliant with other orb-like cards. For instance if Winter Orb and Static Orb are in play you have to apply both of their restrictions. So possible combinations include up to either 1 land and 1 non-land or 2 non-land permanents. Or more simply if you have 2x Static Orb in play you could only untap 2 permanents. With the quick look of what you have you would be able to untap 4 permanents. The best way to handle multiple orb effects, IMO, would be to use a token manager and have the individual orbs set some values in a game chest depending on the applicable restrictions.



Thirdly, you shouldn't let me talk because I made Winter Orb and didn't account for either of these things besides accounting for multiple copies of Winter Orb :D . I have a semi-compliant version floating around somewhere if you would like an example.


Edit: to actually answer your question you should be able to add something like this to the return part of the triggered ability:

"and EffectSource():IsTapped() == false"

You could probably get the exact syntax off Trinisphere
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Re: Community Wad

Postby Xander9009 » 19 Jun 2015, 05:24

This is one way to do it, but to make it work much more easily without having to bother with any of that, you could try changing how you're doing it. First up, yes "EffectSource():IsTapped() == false" is what you need.

HOWEVER, to fix the issue of multiple orb-like effects, there's a much easier way to handle it. Store the chosen cards in a LinkedDC() chest. One chest per player. Choose the permanents before each untap step. Then, simply don't grant the characteristic to any permanents in those chests.

Doing it this way means that if you have out a Static Orb, you choose two permanents, and it grants everything but those two DOESNT_UNTAP. You also have a Winter Orb, and it has you choose one land, granting DOESNT_UNTAP to all other lands. Nothing has to be done to make the cards interact correctly.

This does mean the player would have to choose the same permanents multiple times if they had out multiple orb effect cards, but they'd still work correctly. Now that would be best fixed with a manager.

As I said, i have no idea if this works, but either way, let me know if you try it.
Untested Static Orb code | Open
Code: Select all
   <STATIC_ABILITY linked_ability_group="1">
      <FILTER filter_id="0">
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         local subfilter = filter:AddSubFilter_Or()
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER)
      </FILTER>
      <CONTINUOUS_ACTION layer="8" filter_id="0">
         local Card = FilteredCard()
         if Card ~= nil and EffectSource() ~= nil and EffectSource():IsTapped == false then
            local Found = false
            local IgnoreChest = LinkedDC()
            for i=0,3 do
               local IgnoredPlayerChest = IgnoreChest:Get_Chest(i)
               if IgnoredPlayerChest ~= nil then
                  local IgnoreCardZero = IgnoredPlayerChest:Get_CardPtr(0)
                  local IgnoreCardOne = IgnoredPlayerChest:Get_CardPtr(1)
                  if ( (IgnoredCardZero ~= nil and IgnoredCardZero == Card) or (IgnoredCardOne ~= nil and IgnoredCardOneo == Card) )
                     Found = true
                  end
               end
            end
            if Found == false then
               Card:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_DOESNT_UNTAP, 1 )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1" priority="-10">
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" >
         return TriggerPlayer() ~= nil and MTG():GetStep() == STEP_UNTAP and EffectSource() ~= nil and EffectSource():IsTapped == false
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         local player = TriggerPlayer()
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         local subfilter = filter:AddSubFilter_Or()
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER)
         local Count = filter:Count()
         if Count &gt; 0 then
            player:SetItemCount(2)
            player:SetItemPrompt( 0, "CARD_QUERY_CHOOSE_PERMANENT_TO_UNTAP" )
            player:SetItemPrompt( 1, "CARD_QUERY_CHOOSE_PERMANENT_TO_UNTAP" )
            player:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local TargetChest = EffectDC():Get_Targets(0)
         if TriggerPlayer() ~= nil and TargetChest ~= nil then
            local NumPlayers = MTG():GetNumberOfStartingPlayers()
            local PlayerID = -1
            for i=0,NumPlayers-1 do
               if MTG():GetNthStartingPlayer(i) ~= nil and MTG():GetStartingPlayer(i) == TriggerPlayer() then
                  PlayerID = i
               end
            end
            if PlayerID &gt;= 0 then
               local IgnoreChest = LinkedDC():Make_Chest(PlayerID)
               local TargetZero = TargetChest:Get_CardPtr(0)
               if TargetZero ~= nil then
                  IgnoreChest:Set_CardPtr(0, TargetZero)
               end
               local TargetOne = TargetChest:Get_CardPtr(1)
               if TargetOne ~= nil then
                  IgnoreChest:Set_CardPtr(1, TargetOne)
               end
            end
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
By ignoring the chosen cards and simply not granting the DOESNT_UNTAP characteristic rather than actively untapping them manually, you avoid any problems with untapping things that otherwise shouldn't be able to. The player can choose them, but the effect does nothing.

Cards like this appear to be Damping Field, Imi Statue, Mungha Wurm, Smoke, Static Orb, Stoic Angel, and Winter Orb. Seven's not too bad. If needed, a manager could be created to handle it efficiently and effectively, avoiding any overlap. But even without the manager, only the ability to untap fewer permanents than strictly allowed is possibly against the rules. (And to be fair, with two out, you could choose not to untap any. A manager would be needed to easily handle this issue.)

The first problem I foresee is that I'm not 100% certain if the player must untap two permanents if able. It says they can't untap more than two, but I think it's a better approximation that they can choose to not untap one or two permanents they otherwise would have to than to be able to untap things they shouldn't be able to. The second is Ivorytusk Fortress, Murkfiend Liege, Prophet of Kruphix, Quest for Renewal, Seedborn Muse, Unwinding Clock, and Urban Burgeoning. -Nevermind. The wording on the cards specifies during that player's untap step. Meaning that a check for only the current player's permanents needs to be done so only their permanents can't untap. That makes these two sets of cards go together very nicely.

Just for the record, that's the code I already had, but I did add priority="-20" from your code. And I added the controller check when I realized the wording called for it.
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Re: Community Wad

Postby cenarius » 19 Jun 2015, 10:15

Xander9009 wrote:As I said, i have no idea if this works, but either way, let me know if you try it.
Untested Static Orb code | Open
Code: Select all
   <STATIC_ABILITY linked_ability_group="1">
      <FILTER filter_id="0">
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         local subfilter = filter:AddSubFilter_Or()
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER)
      </FILTER>
      <CONTINUOUS_ACTION layer="8" filter_id="0">
         local Card = FilteredCard()
         if Card ~= nil and EffectSource() ~= nil and EffectSource():IsTapped == false then
            local Found = false
            local IgnoreChest = LinkedDC()
            for i=0,3 do
               local IgnoredPlayerChest = IgnoreChest:Get_Chest(i)
               if IgnoredPlayerChest ~= nil then
                  local IgnoreCardZero = IgnoredPlayerChest:Get_CardPtr(0)
                  local IgnoreCardOne = IgnoredPlayerChest:Get_CardPtr(1)
                  if ( (IgnoredCardZero ~= nil and IgnoredCardZero == Card) or (IgnoredCardOne ~= nil and IgnoredCardOneo == Card) )
                     Found = true
                  end
               end
            end
            if Found == false then
               Card:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_DOESNT_UNTAP, 1 )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY linked_ability_group="1" replacement_effect="1" priority="-10">
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" >
         return TriggerPlayer() ~= nil and MTG():GetStep() == STEP_UNTAP and EffectSource() ~= nil and EffectSource():IsTapped == false
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         local player = TriggerPlayer()
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         local subfilter = filter:AddSubFilter_Or()
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
         subfilter:Add(FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER)
         local Count = filter:Count()
         if Count &gt; 0 then
            player:SetItemCount(2)
            player:SetItemPrompt( 0, "CARD_QUERY_CHOOSE_PERMANENT_TO_UNTAP" )
            player:SetItemPrompt( 1, "CARD_QUERY_CHOOSE_PERMANENT_TO_UNTAP" )
            player:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local TargetChest = EffectDC():Get_Targets(0)
         if TriggerPlayer() ~= nil and TargetChest ~= nil then
            local NumPlayers = MTG():GetNumberOfStartingPlayers()
            local PlayerID = -1
            for i=0,NumPlayers-1 do
               if MTG():GetNthStartingPlayer(i) ~= nil and MTG():GetStartingPlayer(i) == TriggerPlayer() then
                  PlayerID = i
               end
            end
            if PlayerID &gt;= 0 then
               local IgnoreChest = LinkedDC():Make_Chest(PlayerID)
               local TargetZero = TargetChest:Get_CardPtr(0)
               if TargetZero ~= nil then
                  IgnoreChest:Set_CardPtr(0, TargetZero)
               end
               local TargetOne = TargetChest:Get_CardPtr(1)
               if TargetOne ~= nil then
                  IgnoreChest:Set_CardPtr(1, TargetOne)
               end
            end
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Of course i'm going to try it! i'm about to pull my hair off in here man.

But it doesn't work. That, and it seems to have a lot of errors, which i'm trying to fix, just syntaxis errors though. After those fixed, i tested the card and the "stasis" icon appears on the cards, which means the effect is "on" but then when it's my turn it doesn't asks me for untaping permanents, just allows me to target but does nothing, game gets stuck in there, not freeze, just like waiting for me to do somethign but i'm not able to do anything but selecting.

And after that, it throws me this error:
Code: Select all
(RESOLUTION_TIME_ACTION)~0x0000037a"]:7: attempt to call method 'GetStartingPlayer' (a nil value)
I looked into it but it seems that or you got mistaken with the method or forgot to declare it.

And also, about your pervious message, who is this "manager"? i want to speak with him about some seriour business please :p

Translation: I have no idea.
cenarius
 
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