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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby shamaatae » 02 Apr 2013, 20:06

would it be possible to get a wad file that contains all cards in this thread? :)
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Re: Card Creation Request Thread

Postby nivmizzet1 » 03 Apr 2013, 12:16

OK, I have 2 cards that I need fixed.

Venser's Journal -- everything works as intended *except* it seems to count the cards in hand AFTER the draw step.
Curse of the Bloody Tome -- doesn't trigger on opponents upkeep (and there could be/probably is more wrong).

and while I'm here, can someone tell me if it's possible to create Story Circle?
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Re: Card Creation Request Thread

Postby RiiakShiNal » 03 Apr 2013, 12:57

With Venser's Journal, I don't see anything wrong, but if it is counting the cards in hand after the draw step then you could try counting the cards in a PLAY_TIME_ACTION instead of in the RESOLUTION_TIME_ACTION and see if that makes a difference.

With Curse of the Bloody Tome, I see you store the pointer to the cursed player in EffectDC() index 1, but then you try to pull it out of EffectDC() index 0 through a target chest which doesn't even exist.
Instead of:
Code: Select all
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
Try:
Code: Select all
local target_player = EffectDC():Get_PlayerPtr(1)
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Re: Card Creation Request Thread

Postby thefiremind » 03 Apr 2013, 13:26

RiiakShiNal wrote:With Venser's Journal, I don't see anything wrong, but if it is counting the cards in hand after the draw step then you could try counting the cards in a PLAY_TIME_ACTION instead of in the RESOLUTION_TIME_ACTION and see if that makes a difference.
I can't see anything wrong, either. Counting the cards in a PLAY_TIME_ACTION would be wrong if you turn off automatic resolution and use a means to draw a card in response to its activation. I'd suggest to test the card again. You didn't have a Howling Mine or something similar while you were testing, did you? :mrgreen:

nivmizzet1 wrote:and while I'm here, can someone tell me if it's possible to create Story Circle?
There's no problem with storing the chosen color (as in my Silhana Starfletcher) and you can prevent the next damage from a source with a delayed trigger. The tricky thing would be to let the user select a source from a lot of places, because you could receive damage from something on the battlefield, on the graveyard, or on the stack (I can't remember cards that deal damage while staying in hand, that would be a problem because you couldn't distinguish between a card that has been revealed from hand and the other ones, and you wouldn't want to reveal an opponent's hand everytime you activate the Story Circle). I'm not sure if putting all the possible targets in a data chest and let the player choose one from that chest would be good, because maybe there are cards with the same name in different places and you can't distinguish which one is going to deal damage to you now. The only good solution would be to make a query that lets the player choose between battlefield, stack and graveyard (pretty much as my Venser, Shaper Savant).
Of course that was just speculation, I'd need to make some tests.
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Re: Card Creation Request Thread

Postby nivmizzet1 » 03 Apr 2013, 13:39

thefiremind wrote:
RiiakShiNal wrote:With Venser's Journal, I don't see anything wrong, but if it is counting the cards in hand after the draw step then you could try counting the cards in a PLAY_TIME_ACTION instead of in the RESOLUTION_TIME_ACTION and see if that makes a difference.
I can't see anything wrong, either. Counting the cards in a PLAY_TIME_ACTION would be wrong if you turn off automatic resolution and use a means to draw a card in response to its activation. I'd suggest to test the card again. You didn't have a Howling Mine or something similar while you were testing, did you? :mrgreen:
Oh right, I see how that works now :oops:
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Re: Card Creation Request Thread

Postby nivmizzet1 » 03 Apr 2013, 13:41

thefiremind wrote:Of course that was just speculation, I'd need to make some tests.
Does that mean you'll be testing it? [-o<
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Re: Card Creation Request Thread

Postby nivmizzet1 » 03 Apr 2013, 14:18

RiiakShiNal wrote:Instead of:
Code: Select all
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
Try:
Code: Select all
local target_player = EffectDC():Get_PlayerPtr(1)
Unfortunately, changing that line of code didn't seem to fix it :(
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Re: Card Creation Request Thread

Postby thefiremind » 03 Apr 2013, 15:53

nivmizzet1 wrote:Unfortunately, changing that line of code didn't seem to fix it :(
I can't see any other problem. If it still doesn't work, post your SCRIPT_LOG.TXT.

nivmizzet1 wrote:Does that mean you'll be testing it? [-o<
I made Story Circle and it seems to work fine as long as you activate it only once for any one source in a single turn. It is possible that activating it multiple times before the source tries to deal damage would prevent only the first attempt to damage because the delayed triggers might fire all at once.
About how much the AI understands the card, I didn't try to let the AI use it, but I tested the card against Chandra and she never launched a burn spell at me. She attacked, though, so I don't know what to say (partial understanding?).
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Re: Card Creation Request Thread

Postby nivmizzet1 » 04 Apr 2013, 00:51

thefiremind wrote:
nivmizzet1 wrote:Unfortunately, changing that line of code didn't seem to fix it :(
I can't see any other problem. If it still doesn't work, post your SCRIPT_LOG.TXT.
Script_log says: [lua] [string "CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION)..."]:5: 'end' expected (to close 'if' at line 3) near '<eof>'; which I don't understand, because I can't see any ifs missing an end.

thefiremind wrote:I made Story Circle ...
Awesome!

EDIT: Now I only need a single card to complete the {U} / {W} control mill deck I'm building (once I get Curse of the Bloody Tome working) -- Curse of Exhaustion. Is it possible to restrict the number of spells a player can play in a turn?
Last edited by nivmizzet1 on 04 Apr 2013, 07:27, edited 2 times in total.
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Re: Card Creation Request Thread

Postby nivmizzet1 » 04 Apr 2013, 07:23

Incidentally, there *was* an error with Venser's Journal, and I found it.

I had:
Code: Select all
local lifeGain = CountCardsInHand( controller )
when I should've had:
Code: Select all
local lifeGain = CountCardsInHand( EffectController() )
which caused it to count the cards in all players' hands.


But that's not why I'm here. I'm here because I just encountered an error that caused the game to crash, and it seems to have been caused by a card that I coded -- Death Grasp.
script log says: [lua] [string "DEATH_GRASP_3848125_TITLE (RESOLUTION_TIME_ACTION) [963]"]:6: call parameter mismatch - too many or too few a parameter count declared, method GainLife in class __Player

I'm not sure, but I think it may have been caused by an interaction with Leyline of Sanctity, which was in play at the time. Any idea what's wrong? I've attached death grasp so you can have a look if you need.
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Re: Card Creation Request Thread

Postby thefiremind » 04 Apr 2013, 09:00

nivmizzet1 wrote:Script_log says: [lua] [string "CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION)..."]:5: 'end' expected (to close 'if' at line 3) near '<eof>'; which I don't understand, because I can't see any ifs missing an end.
<eof> means "end of file", which makes me think that you inadvertently inserted a special character while copy-pasting... I'd suggest you to delete the whole RESOLUTION_TIME_ACTION and rewrite it.

nivmizzet1 wrote:EDIT: Now I only need a single card to complete the {U} / {W} control mill deck I'm building (once I get Curse of the Bloody Tome working) -- Curse of Exhaustion. Is it possible to restrict the number of spells a player can play in a turn?
There's the Interrogate_SpellsCastThisTurn function so it should be fairly easy.

nivmizzet1 wrote:Death Grasp.
script log says: [lua] [string "DEATH_GRASP_3848125_TITLE (RESOLUTION_TIME_ACTION) [963]"]:6: call parameter mismatch - too many or too few a parameter count declared, method GainLife in class __Player
The GainLife function just needs 1 parameter: the amount of life.
Code: Select all
EffectController():GainLife(GetObjectX())
and that's all.

EDIT: here's Curse of Exhaustion.
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Re: Card Creation Request Thread

Postby nivmizzet1 » 04 Apr 2013, 12:05

thefiremind wrote:<eof> means "end of file", which makes me think that you inadvertently inserted a special character while copy-pasting... I'd suggest you to delete the whole RESOLUTION_TIME_ACTION and rewrite it.

I rewrote the resolution time actions. The card still doesn't work, but now in the script log it says:
CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION) [1821]"]:2: attempt to call method 'GetPlayerPtr' (a nil value)
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Re: Card Creation Request Thread

Postby nivmizzet1 » 04 Apr 2013, 12:26

thefiremind wrote:EDIT: here's Curse of Exhaustion.
Thank you! I can't thank you enough!
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Re: Card Creation Request Thread

Postby thefiremind » 04 Apr 2013, 13:00

nivmizzet1 wrote:I rewrote the resolution time actions. The card still doesn't work, but now in the script log it says:
CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION) [1821]"]:2: attempt to call method 'GetPlayerPtr' (a nil value)
The correct function name is Get_PlayerPtr (with the underscore).
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Re: Card Creation Request Thread

Postby nivmizzet1 » 04 Apr 2013, 13:24

thefiremind wrote:
nivmizzet1 wrote:I rewrote the resolution time actions. The card still doesn't work, but now in the script log it says:
CURSE_OF_THE_BLOODY_TOME_3848153_TITLE (RESOLUTION_TIME_ACTION) [1821]"]:2: attempt to call method 'GetPlayerPtr' (a nil value)
The correct function name is Get_PlayerPtr (with the underscore).
gah! it's still not working. Script log says nothing now :(

EDIT: It really is a bloody curse!
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