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Kaladesh - Development

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Kaladesh - Development

Postby Xander9009 » 22 Sep 2016, 11:41

Total: 259
-Code-
Uncoded: 1
Coded: 4
Tested: 253
Impossible: 1

-Art-
None: 0
LQ: 37
HQ: 218
Previous Set: 4

New mechanics.
  • Create: A new format for wording token creation, but otherwise works the same way. (Thanks, WotC. Now I need to rework my plugin for tokens. Because they weren't complex enough...)
  • Vehicle: A new artifact type with the below ability.
  • Crew #: Crew is a keyword appearing on the new artifact type "Vehicle" with a number. Tap a number of creatures whose total power meets or beats the number shown, and the vehicle will become a creature until end of turn. Creatures can also have triggers based on "crewing" vehicles.
  • Energy: You can get energy counters (like poison counters, they're on the player) from many sources. They act as an extra resource you can spend on various abilities.
  • Fabricate #: When a creature with Fabricate enters the battlefield, you choose to either put the listed number of +1/+1 counters on the creature with Fabricate or to create the listed number of 1/1 colorless Servo artifact creature tokens.

All new mechanics are possible, though Energy may require a bit of fiddling.

# = Coded
* = Tested
- = LQ Art
+ = HQ Art
< = Art from previous set.
Strike-Through = Impossible
Cards | Open
White:
*+Acrobatic Maneuver
*+Aerial Responder
*+Aetherstorm Roc
*+Angel of Invention
*-Authority of the Consuls
*+Aviary Mechanic
*+Built to Last
+Captured by the Consulate
*+Cataclysmic Gearhulk
*+Consul's Shieldguard
*-Consulate Surveillance
*+Eddytrail Hawk
*+Fairgrounds Warden
*+Fragmentize
*-Fumigate
*+Gearshift Ace
*+Glint-Sleeve Artisan
*-Herald of the Fair
*+Impeccable Timing
*<Inspired Charge
*+Master Trinketeer
*-Ninth Bridge Patrol
*+Pressure Point
*+Propeller Pioneer
*+Refurbish
#+Revoke Privileges
*+Servo Exhibition
*+Skyswirl Harrier
*+Skywhaler's Shot
*-Tasseled Dromedary
*+Thriving Ibex
*+Toolcraft Exemplar
*+Trusty Companion
*+Visionary Augmenter
*+Wispweaver Angel

Blue:
*+Aether Meltdown
*+Aether Theorist
*+Æther Tradewinds
*+Aethersquall Ancient
*+Ceremonious Rejection
*+Confiscation Coup
*+Curio Vendor
*+Disappearing Act
*+Dramatic Reversal
*+Era of Innovation
*+Experimental Aviator
*+Failed Inspection
*+Gearseeker Serpent
*+Glimmer of Genius
*+Glint-Nest Crane
*+Hightide Hermit
#+Insidious Will
*+Janjeet Sentry
*+Long-Finned Skywhale
*+Malfunction
*-Metallurgic Summonings
*+Minister of Inquiries
*+Nimble Innovator
*+Padeem, Consul of Innovation
*-Paradoxical Outcome
*+Revolutionary Rebuff
*+Saheeli's Artistry
*+Select for Inspection
*+Shrewd Negotiation
*+Tezzeret's Ambition
*+Thriving Turtle
*+Torrential Gearhulk
*+Vedalken Blademaster
*+Weldfast Wingsmith
*+Wind Drake

Black:
*+Aetherborn Marauder
*+Ambitious Aetherborn
*-Demon of Dark Schemes
*+Dhund Operative
*+Diabolic Tutor
*+Die Young
*+Dukhara Scavenger
*+Eliminate the Competition
*+Embraal Bruiser
*+Essence Extraction
*+Fortuitous Find
*+Foundry Screecher
*+Fretwork Colony
#+Gonti, Lord of Luxury
*+Harsh Scrutiny
*+Lawless Broker
*+Live Fast
*+Lost Legacy
*-Make Obsolete
*+Marionette Master
*+Maulfist Squad
*+Midnight Oil
*+Mind Rot
*-Morbid Curiosity
*+Night Market Lookout
*+Noxious Gearhulk
*+Ovalchase Daredevil
*+Prakhata Club Security
*+Rush of Vitality
*+Subtle Strike
*+Syndicate Trafficker
*+Thriving Rats
*+Tidy Conclusion
*+Underhanded Designs
*+Weaponcraft Enthusiast

Red:
*+Aethertorch Renegade
*+Brazen Scourge
*+Built to Smash
*+Cathartic Reunion
*+Chandra's Pyrohelix
*+Combustible Gearhulk
*+Demolish
*+Fateful Showdown
*-Flame Lash
*+Furious Reprisal
*+Giant Spectacle
*+Harnessed Lightning
*+Hijack
*+Incendiary Sabotage
*+Inventor's Apprentice
*+Lathnu Hellion
*+Liberating Combustion
*-Madcap Experiment
*+Maulfist Doorbuster
*+Pia Nalaar
*-Quicksmith Genius
*+Reckless Fireweaver
*-Renegade Firebrand
*-Renegade Tactics
*+Ruinous Gremlin
*+Salivating Gremlins
*+Skyship Stalker
*+Spark of Creativity
*+Speedway Fanatic
*+Spireside Infiltrator
*+Spontaneous Artist
*+Start Your Engines
*+Territorial Gorger
*-Terror of the Fairgrounds
*+Thriving Grubs
*+Wayward Giant
*+Welding Sparks

Green:
*+Appetite for the Unnatural
*+Arborback Stomper
*+Architect of the Untamed
*+Armorcraft Judge
*+Attune with Aether
*+Blossoming Defense
*+Bristling Hydra
*+Commencement of Festivities
*+Cowl Prowler
*+Creeping Mold
*+Cultivator of Blades
*+Dubious Challenge
*+Durable Handicraft
*+Elegant Edgecrafters
*+Fairgrounds Trumpeter
*-Ghirapur Guide
*-Guardian of the Great Conduit
*+Highspire Artisan
*<Hunt the Weak
*+Kujar Seedsculptor
*+Larger Than Life
*+Longtusk Cub
*+Nature's Way
*+Ornamental Courage
*+Oviya Pashiri, Sage Lifecrafter
*+Peema Outrider
*+Riparian Tiger
*+Sage of Shaila's Claim
*+Servant of the Conduit
*-Take Down
*+Terrain Elemental
*+Thriving Rhino
*-Verdant Crescendo
*+Verdurous Gearhulk
*-Wild Wanderer
*+Wildest Dreams
*-Wily Bandar

Multicolor:
*+Cloudblazer
*+Contraband Kingpin
*+Depala, Pilot Exemplar
*+Empyreal Voyager
*+Engineered Might
*+Hazardous Conditions
*+Kambal, Consul of Allocation
*-Rashmi, Eternities Crafter
*+Restoration Gearsmith
*+Unlicensed Disintegration
*+Veteran Motorist
*+Voltaic Brawler
*+Whirler Virtuoso

Artifact:
*+Accomplished Automaton
*+Aetherflux Reservoir
*-Aetherworks Marvel
*-Animation Module
*+Aradara Express
*+Ballista Charger
*+Bastion Mastodon
*+Bomat Bazaar Barge
*+Bomat Courier
*+Chief of the Foundry
*-Cogworker's Puzzleknot
*+Consulate Skygate
*+Cultivator's Caravan
*+Deadlock Trap
*-Decoction Module
*+Demolition Stomper
*+Dukhara Peafowl
*+Dynavolt Tower
*+Eager Construct
*+Electrostatic Pummeler
*-Fabrication Module
*+Filigree Familiar
*+Fireforger's Puzzleknot
*+Fleetwheel Cruiser
*+Foundry Inspector
*+Ghirapur Orrery
*+Glassblower's Puzzleknot
*+Inventor's Goggles
*+Iron League Steed
*+Key to the City
*-Metalspinner's Puzzleknot
*+Metalwork Colossus
*+Multiform Wonder
*+Narnam Cobra
*+Ovalchase Dragster
-Panharmonicon
*-Perpetual Timepiece
*+Prakhata Pillar-Bug
*+Prophetic Prism
*+Renegade Freighter
*+Scrapheap Scrounger
*+Self-Assembler
*+Sky Skiff
*+Skysovereign, Consul Flagship
*+Smuggler's Copter
*+Snare Thopter
*+Torch Gauntlet
*+Weldfast Monitor
*+Whirlermaker
*-Woodweaver's Puzzleknot
*+Workshop Assistant

Land:
*+Aether Hub
*+Blooming Marsh
*-Botanical Sanctum
*-Concealed Courtyard
*-Inspiring Vantage
*+Inventors' Fair
*-Sequestered Stash
*+Spirebluff Canal
*<Stone Quarry
*<Woodland Stream

Planewswalkers:
*+Chandra, Pyrogenius
#+Chandra, Torch of Defiance
*+Dovin Baan
*+Nissa, Nature's Artisan
*+Nissa, Vital Force
*+Saheeli Rai


Impossible list:
Gonti, Lord of Luxury - Cannot code "spend mana as though". Thank you fallenangle.
Insidious Will might be codable... Thank you fallenangle.
Panharmonicon - It's impossible to fire a trigger in such a way that your permanents are affected by it, or that only certain types of permanents are affected by it.

Captured by the Consulate is not impossible anymore (and by chance was never marked impossible just because I never noticed it), but it, like Mirrorwing Dragon, needs my protection-exposing functions distributed to all protection cards before it can be coded.

Thanks Splinterverse for the list. :)
Last edited by Xander9009 on 18 Oct 2016, 04:16, edited 21 times in total.
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Re: Kaladesh - Development

Postby Splinterverse » 22 Sep 2016, 11:52

Here's a .zip with the starting .xml files for the expansion (feel free to move this to the main post if you want).

Also I am working on Red and Artifact cards all day today. Already have a few Reds done.
Attachments
KLD.zip
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Re: Kaladesh - Development

Postby Splinterverse » 22 Sep 2016, 13:12

Attachments
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Re: Kaladesh - Development

Postby Splinterverse » 22 Sep 2016, 14:11

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Re: Kaladesh - Development

Postby tmxk2012917 » 22 Sep 2016, 14:59

you guys move so fast. Congs!!!!!!
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Re: Kaladesh - Development

Postby Xander9009 » 22 Sep 2016, 15:04

I'll get the list updated later today, but I'm planning to upload an update to that my plugin for TFM's generator later. It will have the code for Fabricate and Crew. Due to how those work (and the fact that all Crew abilities need to interact with Pilots' abilities), they need to be kept standardized. I'm in the process of testing them now. I'll post back when I upload the update, but in the meantime, you should avoid anything with either of those abilities. And of course, Energy related abilities. (Create isn't any different than the normal token creation, so nothing special there).

tmxk2012917 wrote:you guys move so fast. Congs!!!!!!
That's mostly Splinterverse haha. I'm still on EMN (LOTS of cards still need tested); I was just deing a bit of the behind-the-scenes things to keep everything working together (like new card types and things of that nature), and then I'll be hands off for a couple of days while I finish up EMN.

Speaking of which, I'll get the Servo token made when I upload the update. They'll both be available at the same time.
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Re: Kaladesh - Development

Postby Splinterverse » 22 Sep 2016, 15:24

Xander9009 wrote:I'll get the list updated later today, but I'm planning to upload an update to that my plugin for TFM's generator later. It will have the code for Fabricate and Crew. Due to how those work (and the fact that all Crew abilities need to interact with Pilots' abilities), they need to be kept standardized. I'm in the process of testing them now. I'll post back when I upload the update, but in the meantime, you should avoid anything with either of those abilities. And of course, Energy related abilities. (Create isn't any different than the normal token creation, so nothing special there).
Sounds good. I am noting the ones that reference vehicle or energy.

Energy cards in red are:
Harnessed Lightning
Lathnu Hellion
Maulfist Doorbuster
Sponteanous Artist
Territorial Gorger
Thriving Grubs

Vehicle references:
Speedway Fanatic
Start Your Engines

The vehicle ones are not actually vehicles, but rather activating them or checking for them.

I've coded most of the other red cards and am testing them now. Then it will be on to artifacts.
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Re: Kaladesh - Development

Postby Xander9009 » 22 Sep 2016, 15:41

Start your Engines is actually doable without anything special being needed. It'll be anything with the trigger "When NAME crews a vehicle," that you should have been avoided. Other than that, just treat vehicles like any other subtype (it's ARTIFACT_TYPE_VEHICLE). And to make it a creature, just grab any code that does so, and remove any extra changes it makes. Although, the code I've already got in the Crew ability:
Code: Select all
      <CONTINUOUS_ACTION layer="4">
         local oSource = EffectSource()
         if oSource ~= nil then
            local oCharacteristics = oSource:GetCurrentCharacteristics()
            if oCharacteristics ~= nil then
               oCharacteristics:CardType_GetWritable():Add(CARD_TYPE_CREATURE)
            end
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
That would need modified to use a <FILTER>, but it's about 90% of the way to what you're need.

If you were being observant, I said "should have been avoided" in the past tense. That's because the new plugin is up (I did NOT update the version; it's still 1.10 because it was uploaded so soon after the last one earlier today). The crew keyword and crew triggers on pilots are tested to work together with the code included. So, send anything with Fabricate, Crew, or "Whenever NAME crews a vehicle" through the generator with the updated plugin before coding it, and it should, theoretically, work correctly.

Now, I'm going to go to bed. I also lied. I didn't yet make the servo token...

EDIT: I should mention that the cards I coded were Sky Skiff and Speedway Fanatic. Speedway Fanatic will have the code you need for referencing the vehicle it crewed.
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Re: Kaladesh - Development

Postby Splinterverse » 22 Sep 2016, 19:39

I have completed my work with the Red cards. I did most of them. I started on Spark of Creativity, but it is a cluster and I don't know when I will finish it. Also, did not do Chandra, because I am not at a level where I feel comfortable coding planeswalkers yet. As noted in a previous post, there are some cards that require the Energy mechanic and so I haven't started work on those either.

For the cards listed below, I have uploaded LOW QUALITY art unless otherwise stated.

RED CARDS
Coded, tested, and uploaded:
Brazen Scourge (+HQ art)
Built to Smash
Cathartic Reunion
Combustible Gearhulk (+HQ art but only of the alternate promo since regular is only available at LQ)
Demolish (+HQ art)
Fateful Showdown
Furious Reprisal (+HQ art)
Giant Spectacle (+HQ art)
Hijack
Incendiary Sabotage (+HQ art)
Inventor's Apprentice (+HQ art)
Madcap Experiment
Pia Nalaar (+HQ art)
Quicksmith Genius
Reckless Fireweaver
Renegade Tactics
Ruinous Gremlins
Skyship Stalker (+HQ art)
Spireside Infiltrator
Terror of the Fairgrounds
Wayward Giant
Welding Sparks (+HQ art)

BLACK CARDS
Coded, tested, and uploaded:
Foundry Screecher -- I coded this early because it was similar to a Red card I was working on.

I am now moving on to Green and possibly some Artifacts.

If anyone else is coding, please post what you are working on in this thread so we don't duplicate efforts.
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 00:10

I am done coding for the day.

Cards listed are uploaded with LQ art unless otherwise mentioned. There are some issues that need to be fixed before some of them will be fully functioning. I will mention those where I can.

NOTE FOR FABRICATE: Xander is making the Servo token. Once that is uploaded to Wad, that option should work. For now, if you are playing, choose the +1/+1 option to see some benefit.

GREEN CARDS
Coded, tested, and uploaded:
Appetite for the Unnatural
Arborback Stomper

ARTIFACT CARDS
Coded, tested, and uploaded:

Accomplished Automaton
Aradara Express (+HQ art)
Ballista Charger (+HQ art)
Bastion Mastodon
Bomat Bazaar Barge
Consulate Skygate
Cultivator's Caravan (+HQ art)
Demolition Stomper (+HQ art)
Dukhara Peafowl
Filigree Familiar (+HQ art)
Fireforger's Puzzleknot
Foundry Inspector (+HQ art)
Ghirapur Orrery
Iron League Steed
Metalspinner's Puzzleknot
Narnam Cobra (+HQ art)
Ovalchase Dragster (+HQ art)
Prakhata Pillar-Bug
Prophetic Prism (+HQ art)
Renegade Freighter (+HQ art)
Sky Skiff
Skysovereign Consul Flagship
Snare Thopter
Weldfast Monitor
Whirlermaker (+HQ art)

KNOWN BUGS WITH VEHICLES
-- Deck builder shows "CARD_TYPE_VEHICLE" in card picture instead of "- Vehicle"
-- The Crew ability still shows available when the vehicle is crewed. I tried adding an availability section on one card and that didn't work.
-- When activating the crew ability, the system does the math properly and makes you target the appropriate amount, but it doesn't tap the cards targeted for crewing. To reproduce this error, Demolition Stomper is a good one to test with because it requires a higher crew count. It's not evident with lower crew counts because it doesn't take that many creatures for 1 or 2 crew usually.
-- Here are some of the error messages I received that may be related to the vehicle bugs:
Code: Select all
[lua] [string "DEMOLITION_STOMPER_CW_417779_TITLE (1, RESOLUTION_TIME_ACTION)~0x000002e7"]:8:
 parameter mismatch or too few parameters [expected bzS32]
[lua] [string "SKYSOVEREIGN_CONSUL_FLAGSHIP_CW_417807_TITLE (RESOLUTION_TIME_ACTION)~0x000002eb"]:2: attempt to call method 'Test' (a nil value)
FABRICATE
The filter on "A Card Generator" is working great, but with Fabricate there seems to be an issue with the localized text. When you run it through, it ends up with "--" at one point where the fabricate text should be. It also misses the closing ability tag. No localized text at all appears for fabricate, so for now, I have filled it in on the cards I uploaded today.

PROBLEM CARDS

Self-Assembler http://pastebin.com/4isi0Ec0 This one needs to search for a subtype that has a hyphen in it (Assembly-Worker). I have tried using no hyphen and using a hyphen and it never works. Just fizzles. I did make sure there were multiple Assembly-Worker cards in the deck.

Fleetwheel Cruiser http://pastebin.com/crbRBt6R This one does not become a creature on entry. The issues with this one may also impact the next one in the list.

Start Your Engines http://pastebin.com/mQamHya1 This one is crazy. When it comes into play, it literally kills everything on my side of the board. So weird. I don't see anything in the code that would cause that, but it too is trying to turn all vehicles into creatures, so perhaps something is amiss there.

TOMORROW
I will be back working on Green cards and maybe some of the remaining artifacts.
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 02:22

Splinterverse wrote:KNOWN BUGS WITH VEHICLES
-- Deck builder shows "CARD_TYPE_VEHICLE" in card picture instead of "- Vehicle"
Not so much a bug> I think the deck builder just doesn't read the specs file (which the list of types the game pulls from to actually display types). As long as it shows in-game, it's fine. You can still search the deck builder for the subtype, it just doesn't display right.

-- The Crew ability still shows available when the vehicle is crewed. I tried adding an availability section on one card and that didn't work.
If you put the AVAILABILITY block inside the cost, then that's why. AVAILABILITY is for outside cost blocks. Inside them, you'd use the PREREQUISITE block. However, this is not a bug, and is actually how the ability is worded. I looked into it while coding the ability, but I saw nothing that suggested it should be disabled. The comprehensive rule additions for Kaladesh aren't out, yet, so we'll have to wait for that to be sure. (Yes, I even went looking for the comprehensive rules to determine if it should be available...)

-- When activating the crew ability, the system does the math properly and makes you target the appropriate amount, but it doesn't tap the cards targeted for crewing. To reproduce this error, Demolition Stomper is a good one to test with because it requires a higher crew count. It's not evident with lower crew counts because it doesn't take that many creatures for 1 or 2 crew usually.
I tested Demolition Stomper as you have it in the CW, and it worked fine. Not sure why you're getitng that and I'm not. In either case, I've reworked the tapping section to prevent another issue anyway. (If you tapped something that triggered on crewing a vehicle like Speedway Fanatic, then the Fanatic's ability would trigger while it was still untapped, leaving you able to crew it or another vehicle with the same creactures.) It now taps everything, THEN fires the trigger for everything. If you can find a specific situation where you encounter the problem, then I can look into it more.

-- Here are some of the error messages I received that may be related to the vehicle bugs:
Code: Select all
[lua] [string "DEMOLITION_STOMPER_CW_417779_TITLE (1, RESOLUTION_TIME_ACTION)~0x000002e7"]:8:
 parameter mismatch or too few parameters [expected bzS32]
[lua] [string "SKYSOVEREIGN_CONSUL_FLAGSHIP_CW_417807_TITLE (RESOLUTION_TIME_ACTION)~0x000002eb"]:2: attempt to call method 'Test' (a nil value)
I looked at the lines in question, but I'm rather confused. Skysovereign only has one call to "Test", but it's not in an RTA, it's in an AUTO_SKIP block.

However, one thing I noticed is that your "can't be blocked" ability on Demolition Stomper should have replacement_effect="1" in the opening tag. Have a look at Scuttling Doom Engine.

FABRICATE
The filter on "A Card Generator" is working great, but with Fabricate there seems to be an issue with the localized text. When you run it through, it ends up with "--" at one point where the fabricate text should be. It also misses the closing ability tag. No localized text at all appears for fabricate, so for now, I have filled it in on the cards I uploaded today.
The generator uses a lookup table for abilities. It can then replace certain tags with certain things it found in the card. One thing my plugin introduced was replacing "<!--LOCALIZEDTEXT-->" with the card's localized text, allowing abilities with non-standard localized text to be coded (such as if the text contains numbers that change in the ability, like with Fabricate). I accidentally typed "<!-LOCALIZEDTEXT-->", though, forgetting one '-' at the beginning. This is fixed.

Self-Assembler http://pastebin.com/4isi0Ec0 This one needs to search for a subtype that has a hyphen in it (Assembly-Worker). I have tried using no hyphen and using a hyphen and it never works. Just fizzles. I did make sure there were multiple Assembly-Worker cards in the deck.
ASSEMBLY_WORKER

Fleetwheel Cruiser http://pastebin.com/crbRBt6R This one does not become a creature on entry. The issues with this one may also impact the next one in the list.
Line 69 uses the variable 'card_type', but this variable is never created. Remove all of the unnecessary variables that are only used once, and it's both cleaned up and less error prone.
Code: Select all
if EffectSource() ~= nil then
    EffectSource():GetCurrentCharacteristics():CardType_GetWritable():Add(CARD_TYPE_CREATURE)
end
It's also got 'filter_id="0"', which shouldn't be there. That's for CAs with a <FILTER> block to refer to.

Start Your Engines http://pastebin.com/mQamHya1 This one is crazy. When it comes into play, it literally kills everything on my side of the board. So weird. I don't see anything in the code that would cause that, but it too is trying to turn all vehicles into creatures, so perhaps something is amiss there.
I'm not sure how best to fix it, but I suspect the issue is that it successfully turns them into creatures, but before their inherent PT can take effect, it checks state based effects, finds they have 0 toughness, and kills them. If so, that's actually rather unfortunate, because the fix for it is likely to be something along the lines of registering their PT in a public chest (like an RSN_ObjectDC) and anything outside the card itself that turns it into a creature without providing a PT (which will only be things specifically referring to vehicles, so that's nice, at least) would load the stored PT and grant it. I'll mess around with it.

----

And now, I'll go update the list.
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 05:52

The list has been updated. I've gone through it and noted any cards that were coded from previous sets and don't need to be done again (which actually included Prophetic Prism, by the way).

Two cards are impossible and one might be impossible (noted at the end of the OP).

I've also gone through the cards already submitted and replaced normal token creation with CW_Tokens() so it uses the all available versions for those that want it. And for those that don't, please see this post: viewtopic.php?f=109&t=15783&start=1710#p200783
This only affected Pia Nalaar and Whirlermaker so far. I made sure to register the extra three tokens (colorless 1/1 thopters with flying have 4 versions).

I also noticed a card I hadn't before, which will make it necessary to go through all vehicles and correct them. They may be working as they're currently coded, but they' also need to check if a creature can crew a vehicle, which can be affected by Revoke Privileges. This is handled with a new characteristic I've just defined named CW_CHARACTERISTIC_CANT_CREW_VEHICLES. Note that while I find it likely I will end up coding this card, the actual code for it is identical to all other characteristic altering effects except you use RSN_Characteristics_Set(CARD, CHARACTERISTIC_NAME, VALUE). So...
Code: Select all
EffectSource():GetCurrentCharacteristics():Bool_Set(CW_CHARACTERISTIC_CANT_CREW_VEHICLE, 1)
becomes
RSN_Characteristics_Set(EffectSource(), CW_CHARACTERISTIC_CANT_CREW_VEHICLE, 1) -- "true" would also work.
In order to use this function, the card also needs to create the "_MANAGER_CHARACTERISTICS" manager token with the following code:
Code: Select all
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_LIBRARY">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_Characteristics_CreateManagers()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_CHARACTERISTICS" />
Only cards that set the characteristic need this code (the vehicles don't need it, since they only check if it's true, they don't actually set it to anything). This means that so far only Revoke Privileges needs this code.

EDIT: I went ahead and coded Revoke Privileges.
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 06:06

Okay, I decided that crew is complicated enough to warrant a complete functional representation. This is now the entire crew code (obviously replace the numbers involved with the crew number).

Code: Select all
   <ACTIVATED_ABILITY>
<!--LOCALIZEDTEXT-->
      <COST type="Generic">
         <PREREQUISITE>
            return CW_Abilities_CrewPreReq(1) -- Crew number
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION repeating="1">
            CW_Abilities_CrewRTA1(1) -- Crew number
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            CW_Abilities_CrewRTA2()
         </RESOLUTION_TIME_ACTION>
      </COST>
      <FILTER_CONDITION id="1">
         return CW_Abilities_CrewFilterCondition()
      </FILTER_CONDITION>
      <CONTINUOUS_ACTION layer="4">
         CW_Abilities_CrewCA4()
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         return CW_Abilities_CrewAutoSkip()
      </AUTO_SKIP>
   </ACTIVATED_ABILITY>
This needs disseminated. Once it is, any future alterations to how it functions, so long as at can be done in the same number of RTAs, will not require the cards with crew to be modified. Simply recoding the functions will automatically fix all vehicles.

This has been added to the plugin, but the plugin hasn't been uploaded.
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 08:51

Xander9009 wrote:Not so much a bug> I think the deck builder just doesn't read the specs file (which the list of types the game pulls from to actually display types). As long as it shows in-game, it's fine. You can still search the deck builder for the subtype, it just doesn't display right.
Deck Builder is something we can live with. But I also noticed the Vehicle keyword isn't showing up in the middle of the card in game. For example, Skysovereign Consul Flagship says "Legendary Artifact". It's missing the "- Vehicle" part.

However, one thing I noticed is that your "can't be blocked" ability on Demolition Stomper should have replacement_effect="1" in the opening tag. Have a look at Scuttling Doom Engine.
This has been corrected and uploaded to auto upload folder.

Question -- I'm confused on if there is something I need to update on all of the vehicles. It sounds like maybe the tapping and crew sections? Perhaps I should run one through the new filter and then proliferate through the others? (I know you are in the process of uploading the new filter.)

In any case, I am back at it with Green and White today (probably some artifacts as well).
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 09:45

The code in my last post is exactly what should replace all crew abilities. Just replace the localized text tag with that card's localized text and replace the numbers in the noted lines with that card's crew number. The actual ability, with localized text, for a crew 3 card:
Code: Select all
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Crew 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pilotage 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tripular 3.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bemannen 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manovrare 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[搭乗3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탑승 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Экипаж 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tripular 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[搭载3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[搭載3]]></LOCALISED_TEXT>
      <COST type="Generic">
         <PREREQUISITE>
            return CW_Abilities_CrewPreReq(3) -- Crew number
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION repeating="1">
            return CW_Abilities_CrewRTA1(3) -- Crew number
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            CW_Abilities_CrewRTA2()
         </RESOLUTION_TIME_ACTION>
      </COST>
      <FILTER_CONDITION id="1">
         return CW_Abilities_CrewFilterCondition()
      </FILTER_CONDITION>
      <CONTINUOUS_ACTION layer="4">
         CW_Abilities_CrewCA4()
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         return CW_Abilities_CrewAutoSkip()
      </AUTO_SKIP>
   </ACTIVATED_ABILITY>
I'll check into why Vehicle might not be showing up properly in-game.

Edit: Note that these functions are defined in CW_Abilities.lol (as their names imply), and they won't work until you get the updated version of that function file. It'll be available in the next wad repack or you can grab it from the loose files directory if you want to test it out and make sure I didn't goof anything up. I haven't tested them, yet.
Last edited by Xander9009 on 24 Sep 2016, 03:23, edited 1 time in total.
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