Splinterverse wrote:Many thanks to Xander for fixes to get most of these done!
Unless noted, these uploads included LQ art.
--BLACK--
Midnight OilMorbid CuriositySubtle StrikeTidy Conclusion--BLUE--
MalfunctionSaheeli's Artistry--GREEN--
Cultivator of Blades (including HQ promo art, regular HQ unavailable)
Take Down--ARTIFACTS--
Bomat CourierScrapheep Scrounger
--MULTI-COLOR--
Veteran Motorist--LANDS--
Sequestered Stash--PROBLEM CARDS--
Rashmi Eternities Crafter http://pastebin.com/HVy1hT9E Everything is working except reveal. Maybe there needs to be a confirmation dialog box or something?
Revolutionary Rebuff http://pastebin.com/fcmBXygY Everything seems to be working up until the targeted player is asked to pay 2 or not. The multiple choice question never pops up. A window does appear, but it just hangs and I have to exit.
Self-Assembler http://pastebin.com/qZTBmHXz Replaced Assembly- with no hyphen everywhere except instructional text and it doesn't search library.
-- NOTES --
1. Xander, how are "added" types shown in the mod?
Saheeli's Artistry (uploaded moments ago) adds Artifact type to the token it creates and I can't tell in-game if it has in fact added that (no change to mid-line of card). Everything else on the card is working so I'm hopeful that it is in fact being added.
2.
Sequestered Stash (uploaded) appears to be working but the milling happens so fast, it seems like it is still pulling out the artifacts from the graveyard BEFORE adding the milled cards in. It's like they are both happening simultaneously. Maybe I need to add a delay or something?
3. Can I set a stored DC int in a utility cost and reference it later in a spell ability? If so, do I add linked ability to each one's tag?
4. Is there something we have to do to get the cards to show their abilities via hovering over them?
5. [EDIT TO ADD THIS QUESTION] Is there a way to refresh the Deck Builder without exiting and reloading (it takes so long)?
Rashmi Eternities Crafter - Reveal only seems to work sometimes. It never reveals if you're the controller and the only human player. GuidedReveal always work. GuidedReveal needs two parameters. From_Zone and To_Zone. GuidedReveal(ZONE_LIBRARY, ZONE_HAND) would show it going from your library to your hand.
Revolutionary Rebuff - Not sure yet.
Self-Assemlber - The specs file had ASSEMBLY-WORKER instead of ASSEMBLYWORKER because I tried to test out if I could make it work with the current version and forgot to change it back (probably because I was super tired at the time). It's fixed and tested.
Saheeli's Artistry - The mind-line should change. You can use Debug("Some Message") to show a message in-game. Debug("Variable K is currently", K) will concatenate the message with the contents of the variable 'K'.
Sequestered Stash - If it's working, it's working. Even if it seems to be a bit fast, it's working properly, and that's all that matters. There is no way to add a delay without making the code run incorrectly. (For the record, I did test it to make sure it's working right.)
3 - Yes, but depending on the exact circumstances, it might be tricky or not. If it's an additional or alternate cost, you might be able to store it in an EffectDC():Set_Int(#) register and be able ot access it later.
If that doesn't work (and it probably won't), you might need to change it to a LinkedDC(), in which case yes, you need to add linked_ability_group="1" to each ability that uses LinkedDC().
If that doesn't work either, you'll need to use RSN_ObjectDC(). But if it changes zones and you still need to access the ObjectDC(), you'll need to protect the chest right before it changes zones using
- Code: Select all
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protects ObjectDC.
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
Don't do this unless you need to, though.
If you have more specific questions, post some code you're trying to make work and I'll look at it.
4 - That is 100% automated. It's all handled via the UI and the engine, so there's nothing to really do about that. Only abilities currently active on the card will show.
5 - Tools>
Refresh Data. This should do everything restarting it would do
except run the error checking. If there's an XML error or something it would normally show, it will not do so using this method.