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Report cards error here

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Re: Report cards error here

Postby KigenAngelo » 21 Jun 2011, 18:41

Was landfall fixed? (at least for Steppe Lynx and Plated Geopede landfall was triggering off the land tokens)
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Re: Report cards error here

Postby The Wrath » 04 Jul 2011, 13:55

How to fix bug

in battlefield
opponent card : Anvil of Bogardan
My card : Nath Of The Gilt Leaf
Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior creature token into play.

Bug : DotP not respond when opponent discard

i think that ANVIL OF BOGARDAN Clear register at the same time with token Elf Warrior come into play. Or not ?

ANVIL OF BOGARDAN Code :
<TRIGGERED_ABILITY tag="ANVIL_OF_BOGARDAN_RULE_2" forced_skip="1" layer="0">
<TRIGGER value="DREW_CARD">
return TriggerPlayerStep( STEP_DRAW ) and Object():Register_Get(0) &lt; 1
</TRIGGER>
<PLAYTIME>
Object():Register_Set( 0, 1 )
</PLAYTIME>
<PRE_EFFECT>
TriggerPlayer():DrawCard()
</PRE_EFFECT>
<EFFECT>
TriggerPlayerDiscardsACard()
</EFFECT>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY layer="0" internal="1">
<TRIGGER value="BEGINNING_OF_STEP">
return EveryEndStep()
</TRIGGER>
<EFFECT>
Object():Register_Clear(0)
</EFFECT>
</TRIGGERED_ABILITY>

NATH OF THE GILT LEAF code :
<TOKEN_REGISTRATION type="ElfWarrior11_Token" reservation="3" />
.
.
.
.
.
<TRIGGERED_ABILITY tag="NATH_OF_THE_GILT_LEAF_RULE_2" layer="0">
<TRIGGER value="DISCARD">
return Object():GetPlayer():GetTeam() ~= TriggerObject():GetPlayer():GetTeam()
</TRIGGER>
<EFFECT>
PutTokenIntoPlay( "ElfWarrior11SHM_Token",1 )
</EFFECT>
</TRIGGERED_ABILITY>
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Re: Report cards error here

Postby nabeshin » 30 Jul 2011, 00:30

I am sometimes ready to break a head about a wall
The Wrath wrote:How to fix bug

in battlefield
opponent card : Anvil of Bogardan
My card : Nath Of The Gilt Leaf
Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior creature token into play.

Bug : DotP not respond when opponent discard

i think that ANVIL OF BOGARDAN Clear register at the same time with token Elf Warrior come into play. Or not ?

ANVIL OF BOGARDAN Code :
<TRIGGERED_ABILITY tag="ANVIL_OF_BOGARDAN_RULE_2" forced_skip="1" layer="0">
<TRIGGER value="DREW_CARD">
return TriggerPlayerStep( STEP_DRAW ) and Object():Register_Get(0) &lt; 1
</TRIGGER>
<PLAYTIME>
Object():Register_Set( 0, 1 )
</PLAYTIME>
<PRE_EFFECT>
TriggerPlayer():DrawCard()
</PRE_EFFECT>
<EFFECT>
TriggerPlayerDiscardsACard()
</EFFECT>
</TRIGGERED_ABILITY>

<TRIGGERED_ABILITY layer="0" internal="1">
<TRIGGER value="BEGINNING_OF_STEP">
return EveryEndStep()
</TRIGGER>
<EFFECT>
Object():Register_Clear(0)
</EFFECT>
</TRIGGERED_ABILITY>

NATH OF THE GILT LEAF code :
<TOKEN_REGISTRATION type="ElfWarrior11_Token" reservation="3" />
.
.
.
.
.
<TRIGGERED_ABILITY tag="NATH_OF_THE_GILT_LEAF_RULE_2" layer="0">
<TRIGGER value="DISCARD">
return Object():GetPlayer():GetTeam() ~= TriggerObject():GetPlayer():GetTeam()
</TRIGGER>
<EFFECT>
PutTokenIntoPlay( "ElfWarrior11SHM_Token",1 )
</EFFECT>
</TRIGGERED_ABILITY>
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Re: Report cards error here

Postby ToonBoon » 24 Jul 2012, 03:25

For some reason the Archbound Overseer's zonechange from play to graveyard trigger isn't working for me. It should prompt me to select a target artifact creature to dump all the counters on, but it isn't.

It is working properly for the Archbound Ravager, which is wierd as the code for these triggers + handling is exactly the same.

Now I'm very new to modding/coding cards so I have no idea if I may be missing something here. Any help is greatly appreciated!

Overseer
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="ARCBOUND_OVERSEER_39639" />
  <CARDNAME text="ARCBOUND_OVERSEER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Arcbound Overseer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sovrintendente Elettrofuso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtbogen-Aufseher]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Brigadier entravarc]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Capataz arcoligado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[電結の監視者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Arcbound Overseer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Arcbound Overseer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Supervisor Arconexo]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="39639" />
  <ARTID value="A39639" />
  <ARTIST name="Carl Critchlow" />
  <CASTING_COST cost="{8}" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Golem" />
  <EXPANSION value="DST" />
  <RARITY metaname="R" />
  <POWER value="0" />
  <TOUGHNESS value="0" />
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, metti un segnalino +1/+1 su ogni creatura con modulare che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lege zu Beginn deines Versorgungssegments eine +1/+1-Marke auf jede Kreatur mit Bausteinen, die du kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, mettez un marqueur +1/+1 sur chaque créature avec la modularité que vous contrôlez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, pon un contador +1/+1 sobre cada criatura con modular que controles.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、あなたがコントロールする接合を持つ各クリーチャーの上に、+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, coloque um marcador +1/+1 em cada criatura com modular que você controla.]]></LOCALISED_TEXT>
    <TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
    return ( EffectController():MyTurn() ~= 0 ) and ( MTG():GetStep() == STEP_UPKEEP )
    </TRIGGER>
    <FILTER>
    return FilteredCard() ~= nil and
    FilteredCard():GetZone() == ZONE_IN_PLAY and
    FilteredCard():GetPlayer() == Object():GetPlayer() and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    (FilteredCard():GetDataChest() ~= nil and FilteredCard():GetDataChest():Get_Int(CHARACTERISTIC_MODULAR) == 1)
    </FILTER>
    <RESOLUTION_TIME_ACTION>
    if FilteredCard() ~= nil then
       FilteredCard():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_IN_PLAY" active_zone="ZONE_TRANSITION">
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_IN_PLAY" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    local modular = 6
    Object():AddCounters( MTG():PlusOnePlusOneCounters(), modular )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <STATIC_ABILITY>
    <CONTINUOUS_ACTION>
    ObjectDC():Set_Int( CHARACTERISTIC_MODULAR, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" active_zone="any">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Modular 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Modulare 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bausteine 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Modularité 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Modular 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[接合 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Modular 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Modular 6]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Modular 6]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_IN_PLAY">
    local counters = Object():CountCounters( MTG():PlusOnePlusOneCounters() )
    if counters &gt; 0 then
       EffectDC():Set_Int(1, counters)
       return true
    end
    return false
    </TRIGGER>
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_ARTIFACT )
    filter:AddSecondCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:May()
    filter:SetHint( HINT_ALLIED_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():SetCustomQueryInstructionValue( EffectDC():Get_Int(1) )
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_ARTIFACT_CREATURE_MODULAR_AMOUNT", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local counters = EffectDC():Get_Int(1)
       if counters &gt; 0 then
           target:AddCounters( MTG():PlusOnePlusOneCounters(), counters )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="TARGET_SUN_PLAY" />
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_TITLE_MODULAR" body="MORE_INFO_BODY_MODULAR" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="450" zone="ZONE_IN_PLAY" />
</CARD_V2>
Ravager
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="ARCBOUND_RAVAGER_50943" />
  <CARDNAME text="ARCBOUND_RAVAGER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Arcbound Ravager]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Saccheggiatore Elettrofuso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lichtbogen-Verwüster]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Dévastateur entravarc]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Devastador arcoligado]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[電結の荒廃者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Arcbound Ravager]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Arcbound Ravager]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Devastador Arconexo]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="50943" />
  <ARTID value="A50943" />
  <ARTIST name="Carl Critchlow" />
  <CASTING_COST cost="{2}" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Beast" />
  <EXPANSION value="DST" />
  <RARITY metaname="R" />
  <POWER value="0" />
  <TOUGHNESS value="0" />
  <ACTIVATED_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacrifica un artefatto: Metti un segnalino +1/+1 sul Saccheggiatore Elettrofuso.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Opfere ein Artefakt: Lege eine +1/+1-Marke auf den Lichtbogen-Verwüster.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sacrifiez un artefact : Mettez un marqueur +1/+1 sur le Dévastateur entravarc.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacrificar un artefacto: Pon un contador +1/+1 sobre el Devastador arcoligado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[アーティファクトを1つ生け贄に捧げる:電結の荒廃者の上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sacrifique um artefato: Coloque um marcador +1/+1 em Devastador Arconexo.]]></LOCALISED_TEXT>
    <COST type="Sacrifice">
      <TARGET_DEFINITION id="6">
      local filter = Object():GetFilter()
      filter:Clear()
      filter:AddCardType( CARD_TYPE_ARTIFACT )
      filter:SetPlayer( EffectController() )
      filter:SetZone( ZONE_IN_PLAY )
      filter:SetHint( HINT_ENEMY, EffectController() )
      filter:NotTargetted()
      </TARGET_DEFINITION>
      <TARGET_DETERMINATION>
      return AtLeastOneTargetFromDefinition(6)
      </TARGET_DETERMINATION>
      <PLAYTIME>
      EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_ARTIFACT_TO_SACRIFICE", EffectDC():Make_Targets(0) )
      </PLAYTIME>
    </COST>
    <RESOLUTION_TIME_ACTION>
    if Object():GetZone() == ZONE_IN_PLAY then
       Object():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY step="declare_blockers" />
    <AI_AVAILABILITY type="in_response_dangerous" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_IN_PLAY" active_zone="ZONE_TRANSITION">
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_IN_PLAY" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    local modular = 1
    Object():AddCounters( MTG():PlusOnePlusOneCounters(), modular )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <STATIC_ABILITY>
    <CONTINUOUS_ACTION>
    ObjectDC():Set_Int( CHARACTERISTIC_MODULAR, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Modular 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Modulare 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bausteine 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Modularité 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Modular 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[接合 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Modular 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Modular 1]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Modular 1]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_IN_PLAY">
    local counters = Object():CountCounters( MTG():PlusOnePlusOneCounters() )
    if counters &gt; 0 then
       EffectDC():Set_Int(1, counters)
       return true
    end
    return false
    </TRIGGER>
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_ARTIFACT )
    filter:AddSecondCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:May()
    filter:SetHint( HINT_ALLIED_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():SetCustomQueryInstructionValue( EffectDC():Get_Int(1) )
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_ARTIFACT_CREATURE_MODULAR_AMOUNT", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local counters = EffectDC():Get_Int(1)
       if counters &gt; 0 then
           target:AddCounters( MTG():PlusOnePlusOneCounters(), counters )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="TARGET_SUN_PLAY" />
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_TITLE_MODULAR" body="MORE_INFO_BODY_MODULAR" zone="ZONE_ANY" />
  <SFX text="COMBAT_CLAW_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CLAW_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="450" zone="ZONE_IN_PLAY" />
</CARD_V2>
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Re: Report cards error here

Postby thefiremind » 24 Jul 2012, 08:32

I don't know why you wrote this here rather than on my mod's topic, anyway thanks for the feedback. The problem is that I copied and pasted parts of my modular mechanic from DotP2012 to DotP2013, and on Arcbound Overseer there's a leftover of the old mechanic. The trigger that moves the counters shouldn't have the tags
Code: Select all
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" active_zone="any">
but
Code: Select all
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY">
If you want more details, it's the internal tag that prevents it from working: you can't do everything you want inside an internal ability, and asking something to a player is one of the things you cannot do.
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Re: Report cards error here

Postby Whizard » 17 Dec 2012, 21:37

Jester's Cap does not shuffle the library. It is missing the code. Please help me fix this. I found this code from Enlightened Tutor.

<RESOLUTION_TIME_ACTION>
EffectController():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>

I think this just shuffles the controller of the spells library, am I correct? I need it to shuffle the searched library but this doesnt work:

<RESOLUTION_TIME_ACTION>
EffectController():ShuffleSearchedLibrary()
</RESOLUTION_TIME_ACTION>

Please help fix this card.

EDIT: I am currently using the first resolution and it works for my deck but I have to test it to see if it shuffles the opponents deck.
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Re: Report cards error here

Postby thefiremind » 17 Dec 2012, 23:25

Whizard wrote: <RESOLUTION_TIME_ACTION>
EffectController():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>

I think this just shuffles the controller of the spells library, am I correct? I need it to shuffle the searched library
So, if calling ShuffleLibrary() from EffectController() shuffles the library belonging to the spell's controller, you'll have to call ShuffleLibrary() from the target player. Look at Bribery for a fitting example.
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Re: Report cards error here

Postby Whizard » 18 Dec 2012, 00:52

thefiremind wrote:Look at Bribery for a fitting example.
That worked perfect. Thank you.
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Re: Report cards error here

Postby AriesKiki » 08 Mar 2013, 01:43

I have problems with the following cards:

Forked Bolt (can't summon it, because of "not enough targets")
Arc Trail (same as Forked Bolt)
Keiga, the Tide Star
Cackling Fiend (opponents don't discard when it comes in play)
Breath of Malfegor (extracted from 2012, doesn't work in 2013)

what are my errors? Thank you.
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Re: Report cards error here

Postby thefiremind » 08 Mar 2013, 09:55

The only wrong things I see on those cards are leftovers from DotP2012 and/or from the code you copied, which shouldn't prevent the cards from working... but removing them is recommended.

  • Arc Trail: remove target definition #2, it isn't needed
  • Breath of Malfegor: change zone="player" with filter_zone="ZONE_IN_PLAY_AND_PLAYERS", then remove <AI_AVAILABILITY behaviour="InResponseOrBeforeMyUntap" /> and change it with AI_AVAILABILITY blocks copied from a DotP2013 instant card with similar effect (Flames of the Blood Hand for example)
  • Cackling Fiend: remove zone="InPlayAndPlayers" totally (you don't need this kind of tag without a <FILTER> block)
  • Keiga the Tide Star: remove layer="2" totally (layers have a meaning only for continuous actions which are re-applied in the correct order each time state-based effects are checked)
  • Subversion: move the <AI_BASE_SCORE score="450" zone="in_play" /> block outside the triggered ability, and change "in_play" with "ZONE_IN_PLAY"
The cards won't be much different this way, though. Are you getting some error report in SCRIPT_LOG.TXT during your tests?
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Re: Report cards error here

Postby AriesKiki » 08 Mar 2013, 11:45

Yeah, a lot, here's the file.
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Re: Report cards error here

Postby thefiremind » 08 Mar 2013, 12:03

As you can see by yourself in the log, it seems that the game is still using the original DotP2012 cards instead of the ones you modified. Make sure that the deck list contains the right cards.
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Re: Report cards error here

Postby AriesKiki » 08 Mar 2013, 14:41

It's weird because in my first test, I used exact XML copies of Dotp2012, and the results were the same :S
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Re: Report cards error here

Postby thefiremind » 08 Mar 2013, 15:28

AriesKiki wrote:It's weird because in my first test, I used exact XML copies of Dotp2012, and the results were the same :S
That's exactly the problem: you must use the cards you attached on cards.zip, not the exact XML copies of DotP2012.
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Re: Report cards error here

Postby NEMESiS » 11 Mar 2013, 13:35

AriesKiki, Some of the cards you posted where uploaded for you here:

viewtopic.php?f=64&t=4557&start=360

Did those not work?
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