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Eldritch Moon - Development - Coded(158/195) Art(164/205)

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Eldritch Moon - Development - Coded(158/195) Art(164/205)

Postby Xander9009 » 22 Aug 2016, 17:08

Why is there a higher number for art than for cards in the title? Because some cards are impossible, but they still have art.

Total: 205
-Code-
Uncoded: 0
Coded: 72
Tested: 122
Impossible: 11

-Art-
None: 0
LQ: 39
HQ: 164
Previous Set: 2

I said awhile back that I was very unlikely to code Eldritch Moon (and I was unlikely to at the time), but I've since gotten the urge to do something with DotP, so I think I'm going to put some work into it. migookman has already coded nearly all of the white and blue cards, but I don't know if they're tested. I didn't mark them below as tested, but will if I find out they are.

Currently, there's very little in the way of art in the CW for Eldritch Moon. I'm planning to provide the framework for all missing cards since that's relatively easy. Those frameworks will be available here for download if anyone wants to help code the cards. Once the frameworks are uploaded here, I'll get started coding the new mechanics. Once that's done, I'll head down the list of cards. Each card will be added to the CW as it is completed, and before it is tested. They will all either be tested later, or their bugs will have to wait for someone else to spot them.

Eldritch Moon has a handful of new abilities, and one of those abilities cannot be properly coded.
  • Meld - Not possible. It's on the verge of being possible, but one of its rules is that if the "card" leaves the battlefield, then both of the front faces leave together. It lists Long Road Home as an example. Exile target creature, then return it with a +1/+1 counter. If you target a melded card, you'd end up exiling two creatures and they'd both get a counter.
  • Emerge - Play a card for a cost reduced by a sacrificed creature's CMC. Relatively straight forward. Cost reduction of the ability will be annoying, but certainly manageable.
  • Escalate - This might be very difficult depending on the cards mode lists. Clan Defiance, for instance, has 7 modes. One for each possible combination. This only works on cards with 2 or 3 modes, since 4 would be too many modes to display. However, wizards only made escalate cards with 2 or 3 modes, so we're good there.

It's also got a few returning mechanics, including double-faced cards, delirium, and madness.

Expect this post to be updated.

To do list:
  1. Get frameworks from TFM's generator.
  2. Eliminate cards already coded.
  3. Code mechanics. Emerge, Escalate
  4. Code cards. ABCDEFGHIJKLMNOPQRSTUVWXYZ
  5. Test cards. WUBRGCM
  6. Find art. Low Quality, High Quality

I'm marking art from previous sets as LQ.

# = Coded
* = Tested
- = LQ Art
+ = HQ Art
< = Coded from previous set.
Strike-Through = Impossible
Card List | Open
WHITE
*+Blessed Alliance
*+Borrowed Grace
*+Choking Restraints
*+Collective Effort
*+Courageous Outrider
*-Dawn Gryff
*+Deploy the Gatewatch
*+Desperate Sentry
*-Drogskol Shieldmate
*+Faith Unbroken
*+Faithbearer Paladin
*-Fiend Binder
*+Geist of the Lonely Vigil
*-Give No Ground
*+Guardian of Pilgrims
*+Ironclad Slayer
*-Ironwright's Cleansing
*+Long Road Home
*+Lunarch Mantle
*<Peace of Mind
*+Providence
*-Repel the Abominable
*+Sanctifier of Souls
*+Selfless Spirit
*+Sigarda's Aid
*+Sigardian Priest
*-Spectral Reserves
*+Steadfast Cathar
*+Subjugator Angel
*+Thalia, Heretic Cathar
*+Thalia's Lancers
#-Thraben Standard Bearer

BLUE
*+Advanced Stitchwing
*-Chilling Grasp
*-Coax from the Blind Eternities
*+Contingency Plan
*+Convolute
*+Displace
*+Drag Under
*+Enlightened Maniac
*+Exultant Cultist
*+Fogwalker
*-Fortune's Favor
*-Geist of the Archives
*+Identity Thief
*+Imprisoned in the Moon
*+Ingenious Skaab
*+Laboratory Brute
*+Lunar Force
*+Mausoleum Wanderer
*+Mind's Dilation
*+Nebelgast Herald
*+Niblis of Frost
*+Scour the Laboratory
*+Spontaneous Mutation
-Summary Dismissal
*+Take Inventory
*+Tattered Haunter
*<Turn Aside
*+Unsubstantiate
*+Wharf Infiltrator

BLACK
*+Boon of Emrakul
#+Borrowed Malevolence
*+Cemetery Recruitment
*+Certain Death
#+Collective Brutality
*+Cryptbreaker
*+Dark Salvation
*+Dusk Feaster
*+Gavony Unhallowed
*+Graf Harvest
*+Haunted Dead
*+Liliana, the Last Hope
*+Liliana's Elite
*+Markov Crusader
*+Murder
#+Noosegraf Mob
*+Oath of Liliana
*+Olivia's Dragoon
*-Prying Questions
*+Rise from the Grave
*+Ruthless Disposal
*+Skirsdag Supplicant
*+Strange Augmentation
*+Stromkirk Condemned
*-Succumb to Temptation
*+Thraben Foulbloods
*-Tree of Perdition
*-Vampire Cutthroat
*+Wailing Ghoul
*+Weirded Vampire
*+Whispers of Emrakul

RED
*+Abandon Reason
*+Alchemist's Greeting
*-Assembled Alphas
*+Bedlam Reveler
*+Blood Mist
*+Bold Impaler
#+Borrowed Hostility
*-Brazen Wolves
#+Collective Defiance
*+Deranged Whelp
*+Distemper of the Blood
*+Falkenrath Reaver
*+Furyblade Vampire
*+Galvanic Bombardment
*+Harmless Offering
+Impetuous Devils
*-Incendiary Flow
*-Insatiable Gorgers
*+Make Mischief
+Mirrorwing Dragon
#-Nahiri's Wrath
*+Otherworldly Outburst
*-Prophetic Ravings
#+Savage Alliance
*-Shreds of Sanity
*+Spreading Flames
*+Stensia Banquet
*+Stensia Innkeeper
*+Stromkirk Occultist
*+Thermo-Alchemist
*+Weaver of Lightning

GREEN
#+Backwoods Survivalists
#+Bloodbriar
#-Clear Shot
#+Crop Sigil
#+Crossroads Consecrator
#+Eldritch Evolution
#+Emrakul's Evangel
#+Emrakul's Influence
#+Foul Emissary
#+Gnarlwood Dryad
#+Grapple with the Past
*+Hamlet Captain
#+Ishkanah, Grafwidow
#-Noose Constrictor
#-Permeating Mass
*+Prey Upon
#+Primal Druid
#-Somberwald Stag
#+Spirit of the Hunt
#-Splendid Reclamation
#-Springsage Ritual
*-Swift Spinner
#+Ulvenwald Observer
#+Waxing Moon
#+Wolfkin Bond
#+Woodcutter's Grit
*+Woodland Patrol

MULTI
#+Bloodhall Priest
#+Campaign of Vengeance
*+Gisa and Geralf
#-Grim Flayer
#+Heron's Grace Champion
#+Mercurial Geists
#+Mournwillow
*+Ride Down
*+Spell Queller
*+Tamiyo, Field Researcher

COLORLESS
*+Abundant Maw
#+Decimator of the Provinces
#+Distended Mindbender
#+Drownyard Behemoth
#+Elder Deep-Fiend
+Emrakul, the Promised End
#-Eternal Scourge
#+It of the Horrid Swarm
#+Lashweed Lurker
#+Mockery of Nature
#+Vexing Scuttler
#+Wretched Gryff

ARTIFACTS
#-Cathar's Shield
#+Cultist's Staff
#+Field Creeper
#-Geist-Fueled Scarecrow
#+Lupine Prototype
-Slayer's Cleaver
#+Soul Separator
#-Stitcher's Graft
*+Terrarion
#-Thirsting Axe

LANDS
#+Geier Reach Sanitarium
#-Nephalia Academy

DOUBLE-FACED CARDS
#+Extricator of Sin//Extricator of Flesh
#+Lone Rider//It That Rides as One
#+Curious Homunculus//Voracious Reader
#+Docent of Perfection//Final Iteration
#+Grizzled Angler//Grisly Anglerfish
#+Voldaren Pariah//Abolisher of Bloodlines
#+Conduit of Storms//Conduit of Emrakul
#+Smoldering Werewolf//Erupting Dreadwolf
#+Vildin-Pack Outcast//Dronepack Kindred
#+Kessig Prowler//Sinuous Predator
#+Shrill Howler//Howling Chorus
#+Tangleclaw Werewolf//Fibrous Entangler
#+Ulvenwald Captive//Ulvenwald Abomination
#+Ulrich of the Krallenhorde//Ulrich, Uncontested Alpha
#+Cryptolith Fragment//Aurora of Emrakul

MELD
+Bruna, the Fading Light//Brisela, Voice of Nightmares
+Gisela, the Broken Blade//Brisela, Voice of Nightmares
+Graf Rats//Chittering Host
+Midnight Scavengers//Chittering Host
+Hanweir Garrison//Hanweir, the Writhing Township
+Hanweir Battlements//Hanweir, the Writhing Township


Impossible cards:
  • Summary Dismissal - Might be possible. I'm not certain yet, but it might be possible. It's hard to work with stack abilities.
  • Impetuous Devils - We can't force creature A to block creature B if able because we can't dynamically determine if creature A can block creature B.
  • Mirrorwing Dragon - It's not possible to dynamically determine if another spell can target a given creature.
  • Emrakul, the Promised End - It's not possible to control players.

EDIT: Mirrorwing Dragon and Impetuous Devils might be possible now. :)
Attachments
EMN.zip
These are the base cards without the code to make them work. This might save time for anyone coding these alongside me, though I think migookman is the only one who is coding EMN right now.
(296.41 KiB) Downloaded 699 times
Last edited by Xander9009 on 25 Sep 2016, 13:09, edited 19 times in total.
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Re: Eldritch Moon - CW Development

Postby Antarctic » 23 Aug 2016, 17:57

I managed to code Gisa and Geralf. Although it's been a while I use Dotp 2014 and the Core Community file, I don't know where to share it.
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 23 Aug 2016, 18:08

Antarctic wrote:I managed to code Gisa and Geralf. Although it's been a while I use Dotp 2014 and the Core Community file, I don't know where to share it.
You can post it here and I'll compare it to the one already in the CW. I actually coded that particular card a few a few days ago because someone requested it specifically.

For future cards that aren't already in the CW, upload them here. It's the Auto Upload folder. The first time you use it, you'll need to request access to it. Once I've granted access, you should be able to upload new cards whenever you want.

----

To anyone uploading cards, please post here the names of the cards so I can update the card list.

----

Also, just for the record, in case it was unnoticed, I spent much of yesterday and this morning getting the art set up. I went out of order from what I said I'd do because I figured it'd be nicer to be able to test the cards with images already present. If a card has a + in the card list in the OP, then it has HQ art and does not need better art found. If it has a -, then it has LQ art (either it was large enough but pixelated, or it was too small and had to be stretched). If it has neither, then it currently has no art. The goal in the card list is to have every card that we can code given "*+" for coded and tested with HQ art. Please let me know if you add HQ art to the CW. (Posting about LQ art would also be helpful, but being able to track which ones no longer need art at all is very helpful).

I'm working now on getting the tokens included and a few other miscellaneous things before I move on to actually coding cards.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 08 Sep 2016, 20:33

I'd really love to help with this effort (and Kaladesh when it's released). Is there any kind of walkthrough for coding a card? I understand each card is different, but a general walkthrough would be awesome. I've seen bits and pieces, like the wiki on functions, etc., but would love to have a look at more. I used to be a developer so I'm hopeful that I can contribute in some way to this wonderful project.
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 09 Sep 2016, 01:25

I wrote a walkthrough at one point on the wiki. It covers everything except the things that are unique to the CW and actually coding cards. By that I mean it how to get everything set up and ready, how to pack and unpack wads, things like that. The section on how to actually code cards was never done, though. I just started it tonight, but it's starting at the VERY beginning. So if you already know anything about XML, then you probably know more than what I've listed there so far. I'll add more tomorrow to really get into the basic of DotP, rather than just the basics of XML. (To be fair, it does have some stuff about DotP's coding, but not much.)
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 09 Sep 2016, 11:43

Xander9009 wrote:I wrote a walkthrough at one point on the wiki. It covers everything except the things that are unique to the CW and actually coding cards. By that I mean it how to get everything set up and ready, how to pack and unpack wads, things like that. The section on how to actually code cards was never done, though. I just started it tonight, but it's starting at the VERY beginning. So if you already know anything about XML, then you probably know more than what I've listed there so far. I'll add more tomorrow to really get into the basic of DotP, rather than just the basics of XML. (To be fair, it does have some stuff about DotP's coding, but not much.)
Awesome. I look forward to it. I will definitely read through it this weekend and try to plug in where I can to help!
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 10 Sep 2016, 12:31

So I'm trying my hand at a few of the ones that are listed as not coded yet. Question -- there is a + next to some of them which sounds like HQ art has already been found, is that the case? If so, is it uploaded somewhere already? I've been looking through the art sites listed in the tutorial, but I don't want to dig for them if we already have them set aside.
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 10 Sep 2016, 12:33

Splinterverse wrote:So I'm trying my hand at a few of the ones that are listed as not coded yet. Question -- there is a + next to some of them which sounds like HQ art has already been found, is that the case? If so, is it uploaded somewhere already? I've been looking through the art sites listed in the tutorial, but I don't want to dig for them if we already have them set aside.
+ means HQ art, yes. It's already in the CW's Art Update wad.

EDIT: You should avoid the colorless and multicolored, 'cause that's what I'm currently coding. Or at least let me know which ones you do.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 10 Sep 2016, 15:49

Cool. I will stay away from colorless and multicolor.

I've got the following done and tested:
Cryptbreaker
Falkenrath Reaver
Woodland Patrol

I will keep working on the missing cards from the colors. And at some point today, I will upload what I have.

Before I read your note on multicolor, I was working on Heron's Grace Champion. But it is not working for me. I've tried testing it multiple times. The only thing I can think of is CREATURE_TYPE_HUMAN maybe isn't a thing? If you want to take a look at what I tried, here it is . . . http://pastebin.com/sg0jmMFa
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 10 Sep 2016, 16:00

The problem with Heron's Grace Champion is that human isn't a type, but rather a subtype. FE_TYPE should be FE_SUBTYPE.

Also, a much more minor issue, the author tag sections. It currently has this:
Code: Select all
<AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]][CDATA[Splinterverse]]></EDITORS>
<DATE><![CDATA[10-09-16]]></DATE>
The editors area should only have one CDATA section, with different names separated by commas. The dates section should have the same number of dates as the editors. The author(s) should always be the first editor(s). In this case, just remove mine. However, for a look at what it /would/ look like:
Code: Select all
<AUTHOR><![CDATA[Splinterverse]]></AUTHOR>
<EDITORS><![CDATA[Splinterverse, Xander9009]]></EDITORS>
<DATE><![CDATA[10-09-16, 10-09-16]]></DATE>
I realize leaving the first one in might have just been an accident. Just wanted to point it out it case it wasn't.

Also, if you're doing those with no abilities simply for learning, then keep doing them. Otherwise, you don't need to. Those are actually all coded already and you can download them in the attachment on the OP. I just haven't gone through the list of cards and found all of the ones that the generator would fully code to mark them as done. You can also use that attachment to get a head start on any cards you decide to code. It has all of the cards as the generator made them. So, no alterations at all.

Since I'm not done with colorless, let alone onto multicolored yet, I haven't done that card. So go ahead and upload it along with the others. Although, you'll need to email me so I can give you access to the folder you need.

Xander9009@gmail.com
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 10 Sep 2016, 16:34

Xander9009 wrote:The problem with Heron's Grace Champion is that human isn't a type, but rather a subtype. FE_TYPE should be FE_SUBTYPE.
Makes sense. I will try changing it and see what happens.

I will definitely incorporate your feedback on the author tags, and yes, I was doing the vanilla cards for practice. Going forward, I will just leave a reply with cards that I found to be good as is in your ZIP. (Which was very useful as well).

I have finished Boon of Emrakul and Cemetery Recruitment (and tested them). I have started uploading the successfully tested cards to the location you just emailed. Thanks for all the help!
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 10 Sep 2016, 17:19

Alright. Colorless and multicolored cards are done. Moving on to double-faced cards now.
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Re: Eldritch Moon - CW Development

Postby Splinterverse » 10 Sep 2016, 18:31

Xander9009 wrote:Alright. Colorless and multicolored cards are done. Moving on to double-faced cards now.
Awesome!

Updates on my progress today . . .

I've completed, tested and uploaded:
Boon of Emrakul
Cemetery Recruitment
Certain Death
Cryptbreaker
Falkenrath Reaver
Woodland Patrol

I'm having issues with Heron's Grace Champion. The fix suggested earlier made it so that it would apply the buffs, but it is now applying the +1/+1 to all creatures on the board. Not sure what I need to fix on it.

Here's the latest code: http://pastebin.com/rV3WNYKX

Here's an error message I was seeing on it:
Code: Select all
[lua] [string "HERONS_GRACE_CHAMPION_CW_414490_TITLE (FILTER)~0x000002d4"]:3:
 parameter mismatch or too few parameters [expected bzS32]
I'm also having issues with Dusk Feaster.

Here's the latest code: http://pastebin.com/3P1weiRc

With Dusk Feaster, I keep getting an error message saying there's an unexpected/unknown character near 'if' but there is nothing near 'if' that seems out of the ordinary. I even checked line endings.

It plays normally except it doesn't use the Delirium component. I have built several test decks to try it. Perhaps land doesn't count as a card type in the graveyard for Delirium (ala Evolving Wilds)?
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 10 Sep 2016, 19:02

Heron's Grace Champion:
Code: Select all
[lua] [string "HERONS_GRACE_CHAMPION_CW_414490_TITLE (FILTER)~0x000002d4"]:3:
 parameter mismatch or too few parameters [expected bzS32]
These errors don't give a lot of helpful information, but it does tell you the error occurs in a filter block. The :3: at the end of the first line tells you it occurs on the 3rd line of that filter block. Note that the opening tag does count as the first line. So, you can use that to track down that the error is on line 83. The issue, for the record is that you changed CREATURE_TYPE_HUMAN to CREATURE_SUBTYPE_HUMAN. CREATURE_TYPE_HUMAN is correct.

Dusk Feaster:
Line 55: it currently has:
Code: Select all
if TriggerObject() ~= nil and
    if CW_Abilities_Delirium() then
        TriggerObject():DecreaseCost( 2 )
    end
end
The first line needs the "and" replaced with "then". "and" can only go between parts of the same if statement. Every "if" must have a "then".
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Re: Eldritch Moon - CW Development

Postby Xander9009 » 10 Sep 2016, 20:01

Transform cards are all done (though untested...). I think I'll move on to green.
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