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[REL] Riiak's DotP 2014 Deck Builder v1.5.0.3

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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby bill007 » 01 Mar 2014, 20:49

Hi Riiak,

I have encountered a problem while using the deckbuilder. I notice that when I have too many wads and modifications inside the game file, the deckbuilder would crash on opening. I also noticed when the total card number in the database exceed the 5000+ mark, sometimes the deckbuilder opens fine, but when I try to save a new deck I get the Unhandled exception error box.

Is this common occurance when I try to load too many cards and mods? Currently I can open the deckbuilder when it lists around 7000 cards in the database but when I tried to add addition cards or mods, it crashes on opening.
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby MC Brodie » 02 Mar 2014, 04:34

Any time I open the deck builder, refresh the data or change DotP directories I give the deck builder some time before trying to use it so it loads properly. I've found trying to use it too soon will cause it to crash. So if you aren't doing this already, just try to let it sit there a bit before messing with it.


RiiakShiNal wrote:[size=150]
[b]Main Features:

[list]
[*]Automatically calculates the colour of the deck (no need to manually set deck colours).
I have a request dealing with this feature Riiak for one of your next releases. When I make a deck with cards that cost hybrid mana, the deck building includes both colors of the hybrid mana when determining the color of the deck which sometimes is a problem. Say for instant I include Kitchen Finks in a mono-green deck, the deck builder thinks the deck is green/white. It's easy to go into the deck xml and take out the " is_white="true" " attribute but it would be nice if the deck editor had some manual override or something for this automatic color determination.

Thanks for the great tool.
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Song of the Day: 46 and 2 (cover)
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby RiiakShiNal » 04 Mar 2014, 14:25

Sorry for the late replies, I've been sick and unable to reply.

Springwight wrote:Yup, part of the problem (as I saw it on my machine) was that it redrew the GridView very slowly. (My machine isn't really a slouch either).
Interesting, I don't think I've ever seen an issue with the DataGridView drawing slowly, but there is a lot of code in .Net and a lot of variables when interfacing with windows and so many different possible video cards so it shouldn't really be surprising.

Springwight wrote:I actually meant storing the images (and possibly other WAD file content) on the disk itself, in converted or decompressed or unpacked form, possibly in separate image or data files, or preferably using a database (I've had good experience at using free NET object databases for similar purposes). This is so you don't have to parse and convert the same images every time you start up the program, which as I've mentioned, makes up for most of the work done at start up. Most WAD files aren't going to change much for any specific user, after all.
That is actually quite different from what I thought you had meant, though this is something I will not be doing specifically because it goes against one of the concepts I made the Deck Builder with in mind. I specifically made sure that the Deck Builder would read from the WADs (and directories set-up as WADs) everytime at start-up to make sure that if a user added, removed, or modified a WAD that all changes would be picked up by the Builder without the user needing to do anything special.

In the past other Deck Editors/Creators/Etc used an unpack then read from a secondary location method, but if you read the several of the posts from those threads you will see that several users either could not figure out how to get them to work properly or how to get them to easily recognize changes without jumping through some hoops. I got away from that to prevent similar issues.

Now, doing some disk image caching within a single run of the program, I might do to try and increase performance when not using the internal image cache. Though I would likely clear this cache area whenever the Builder goes out to refresh its data (on start-up and when manually refreshed) to continue to force the Builder to always remain up-to-date.

Springwight wrote:If the images don't have unique identifiers, you could make sure the cache is up to date by using some efficient hash function (on the whole WAD file, or on individual blocks), or perhaps just storing some WAD file metadata. This is, of course, a lot more work than just tweaking the grid view. The issue is that startup can take a long time if you, e.g., load one or more of the complete sets and other mods. In particular, it takes ages if you run it with debugging enabled.
The images use semi-unique filenames, they aren't exactly unique as it is possible that a WAD will have an image with the exact same filename as another WAD so that one can override the other. Start-up does take a while and likely will always take a while as it has to do quite a bit.

Springwight wrote:By the way, the spam detector you have here is really something. I can't even type (dot)NET.
The detector probably looks for all common domain extensions (.net, .com, .org, etc...) along with common link elements and other parts that are commonly found in spam messages. So even though you were trying to refer to the .Net language/framework it probably thought you were trying to post a link.

bill007 wrote:I have encountered a problem while using the deckbuilder. I notice that when I have too many wads and modifications inside the game file, the deckbuilder would crash on opening. I also noticed when the total card number in the database exceed the 5000+ mark, sometimes the deckbuilder opens fine, but when I try to save a new deck I get the Unhandled exception error box.

Is this common occurance when I try to load too many cards and mods? Currently I can open the deckbuilder when it lists around 7000 cards in the database but when I tried to add addition cards or mods, it crashes on opening.
This is the first I have heard about this problem, though without the details from the exceptions you have received and the version you are using there is likely little I can do to try and fix it.

MC Brodie wrote:Any time I open the deck builder, refresh the data or change DotP directories I give the deck builder some time before trying to use it so it loads properly. I've found trying to use it too soon will cause it to crash. So if you aren't doing this already, just try to let it sit there a bit before messing with it.
This sounds like a problem with limited memory and needing to wait for the .Net garbage collection to run, if that is the case then other than forcing a garbage collection at the end of WAD loading there really isn't much I can do.

MC Brodie wrote:
RiiakShiNal wrote:Main Features:
  • Automatically calculates the colour of the deck (no need to manually set deck colours).
I have a request dealing with this feature Riiak for one of your next releases. When I make a deck with cards that cost hybrid mana, the deck building includes both colors of the hybrid mana when determining the color of the deck which sometimes is a problem. Say for instant I include Kitchen Finks in a mono-green deck, the deck builder thinks the deck is green/white. It's easy to go into the deck xml and take out the " is_white="true" " attribute but it would be nice if the deck editor had some manual override or something for this automatic color determination.
This automatic colour determination does two things:
  1. Calculates the colours to set the Deck Colour Display (in-game).
  2. Calculates the colours to determine what basic lands need to be added to the Deck's land pool (to prevent game crashes).
It would be possible to put in an override for #1, but the Builder would still need to calculate the colours for issue #2 so the automatic colour determination will never be removed (even if the colour display is overridden).

For reference the is_<colour> attributes only affect the colour display not the actual colours of the deck. The game has its own deck colour determination and checks for the appropriate lands in the land pool (if they aren't found the game crashes) regardless of the colour display for any particular deck.
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby root » 16 Mar 2014, 21:54

Still getting to grips with this, but after my first 5 decks, I can honestly say; thank you for making DotP 2014 fun, really thanks :D

... And a thanks to the people providing wads, I can pilfer for ressources. At this point I don't have to make any cards myself, apparently I've got my own little sweatshop here :wink:
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby lMogry » 27 Apr 2014, 08:28

At first, thanks to all of you hwo upload decks, editors....

I´ve a little problem with the Deck Builder.
If I open the deck builder, anything is fine and goes right.
The window -DotP 2014 Directory not set- is open and the option menu is open.
I browse the correct DotP_D14 and use a ID block. After that I press the -Apply- buttom and than the program is loading. After 3 minutes, an Error comes up :
Microsoft . Net Framework Error... Parameter is not valid
Details:

Code: Select all

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the . config file for this
application or computer ( machine . config ) must have the
jitDebugging value set in the system. windows. forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I´ve installed . Net Framwork v.4.0.0
But I tryed the newest version to .

If I load the normal Magic file without the over 9000 cards, the editor is running (but only with 1500 cards)

I´ve tested Magic and all the decks online and anything is al right.


Sorry for my bad english, and thanks alot for help :)

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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby RiiakShiNal » 27 Apr 2014, 13:03

Right now I don't have enough information to pinpoint your problem, but it is possible that the Deck Builder ran out of memory when trying to load your modded game directory. If you are running the 32-Bit version then I can't offer any advice at this time as it is already using the low-memory configuration. If you are running the 64-bit version then you can try turning off the image cache by setting MaintainImageCache in the Settings.xml file to False:
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<MaintainImageCache>False</MaintainImageCache>
Once the MaintainImageCache is set to false that will effectively put the Deck Builder into low-memory mode.

If you have less than 4 GB of ram (or are running a 32-bit version of Windows) then you should use the 32-bit version as the 64-bit version won't be able to use any more memory and would offer no advantages in that situation.

If that is not the problem then the problem probably lies elsewhere (possibly a corrupt WAD, a WAD for a different version of the game, etc...) and without more information from you I can't figure out what that problem is. For some problems the game will gracefully handle them, whereas the Deck Builder doesn't expect them and craps out.
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby lMogry » 27 Apr 2014, 19:29

Thank you for your great, and fast answer.
I´m sorry I don´t no what kind of information you need to figure my problem out.
I got the 32-bit version of Windows 7 and my Ram is 4GB.
I tried the 32-bit and the 64-bit version of the Editor. The 64-bit version is not running and yeah, the 32-bit version tells me already the error.
I played MTG14 with two friends and there got the same cards and decks (WAD files) and there has no problems with the deck build editor.
What more information you need ?
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby RiiakShiNal » 27 Apr 2014, 20:57

Since you are running 32-bit Windows you are only able to use the 32-bit version of the Deck Builder (the 64-bit version will not run). This also means that the Deck Builder is limited to 2 GB of Memory (limit Windows imposes on 32-bit applications). The only additional way to decrease memory usage of the Builder is to turn off the Casting Cost column in the cards list; this can be done either by right clicking the card list and unchecking "Columns"->"Cost" (you can turn on "Cost (Text)" as that column uses less memory, but is somewhat harder to understand), or by manually editing the Settings.xml file and under <CardViewColumns> find the Column with the name "Cost" and set Visible to "False".

If your friends are running the same version of the Deck Builder (32-bit) and have the exact same WADs (note that I do mean bit-for-bit exact if even a single byte is different they are not the same) and it works for them then I have to assume that there is a problem on your system either in the version of .Net you are running (I'm currently running v4.0.30319) or in the versions of Windows components that are accessed by the .Net framework. If they are currently using the 64-bit version have them try the 32-bit version, if it then starts failing for them it is very possibly an issue that you hit an out-of-memory error.

As for information to find and reproduce a problem in order to fix it there is a lot that factors in:
  • Version of Windows (this includes major version such as XP, Vista, 7, 8, platform type such as 32-bit/64-bit, package such as Home, Home Premium, Professional, Ultimate, and service packs such as Service Pack 1, 2, or 3)
  • Individual DLL version numbers (these can change based on what patches you have installed from Microsoft either manually or using Automatic Updates, there can be dozens of these)
  • Version of .Net (including build numbers)
  • Version of the Deck Builder (for example v1.3.2.0 x86)
  • The complete error with stack trace (the stack trace can be very important and you did not include one).
  • List of all WADs and their versions (if they have them) and/or checksums (preferably MD-5, SHA-1, or SHA-512 which can be used to verify that the WADs are actually complete by comparing them to known good checksums)

Generally, the more information that a person can provide about an error the more likely someone else can figure out what the problem is.
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby RiiakShiNal » 27 Apr 2014, 22:59

Based on the PM you sent me I can now see the problems:

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System.ArgumentException: Parameter is not valid.
  at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
  at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)
  at RSN.DotP.CardInfo.GeneratePreviewImage(String strLangCode)
  at RSN.DotP.CardInfo.GetPreviewImage(String strLangCode)
  at RSN.DotP.DeckBuilder.ShowCardInfo(CardInfo ciCard)
...
This most likely would occur when you run out of memory as the default PixelFormat is unlikely to be invalid and the parameters I passed in of 356 (width) and 512 (height) are perfectly valid.

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27.04.2014 23:03:44: Low: System.Xml - The 'ACTIVATED_ABILITY' start tag on line 58 position 4 does not match the end tag of 'TRIGGERED_ABILITY'. Line 101, position 5.:
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
   at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
   at System.Xml.XmlTextReaderImpl.ParseEndElement()
   at System.Xml.XmlTextReaderImpl.ParseElementContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
   at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
   at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
   at System.Xml.XmlDocument.Load(XmlReader reader)
   at System.Xml.XmlDocument.LoadXml(String xml)
   at RSN.DotP.CardInfo.ParseXML(String strXML)
   at RSN.DotP.CardInfo..ctor(String strFilename, String strXML, String strWad, GameDirectory gdData)
   at RSN.DotP.WadWrapper.LoadCards(FileStream fsInput, GameDirectory gdData)
Extra Information:
Unable to load card: CHROMATIC_LANTERN_290542.xml in DATA_CORE_972
The XML for Chromatic Lantern in DATA_CORE_972.WAD is invalid.

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27.04.2014 23:03:45: Low: Card (NEZUMI_GRAVEROBBER_247175) in wad DATA_CORE_972 has a FILENAME tag that does not match which will cause problems in-game: NEZUMI_GRAVEROBBER_972175
This shows that there is a FILENAME/File name mismatch for this card (Nezumi Graverobber) in DATA_CORE_972 this will cause problems with in-game referencing.

Code: Select all
27.04.2014 23:03:46: Low: Card (THALLID_9721370352 in DATA_CORE_972) has a multiverse id that is problematic: 9721370352
This is mainly just a warning that an invalid Multiverse ID was used (not that it really matters since DotP doesn't care about the Multiverse ID).

Code: Select all
27.04.2014 23:04:04: Low: System.Xml - Data at the root level is invalid. Line 1, position 1.:
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.Throw(String res, String arg)
   at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace()
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
   at System.Xml.XmlDocument.Load(XmlReader reader)
   at System.Xml.XmlDocument.LoadXml(String xml)
   at RSN.DotP.CardInfo.ParseXML(String strXML)
   at RSN.DotP.CardInfo..ctor(String strFilename, String strXML, String strWad, GameDirectory gdData)
   at RSN.DotP.WadWrapper.LoadCards(FileStream fsInput, GameDirectory gdData)
Extra Information:
Unable to load card: BIRD_MAIDEN_202553.XML in Data_DLC_580_Arabian_Nights_Core
This means that it couldn't load the card Bird Maiden in WAD Data_DLC_580_Arabian_Nights_Core.wad due to the XML not starting with <?xml. This can happen if there is whitespace or other characters at the very beginning of the XML.

Code: Select all
27.04.2014 23:05:43: Low: Can't find referenced card: GOBLIN_LACKEY_168194973 for deck D14_16800_TRIBE_GOBLIN in Data_Decks_16800_TRIBE_GOBLIN
This indicates that you have a deck (D14_16800_TRIBE_GOBLIN) that references a card that you don't have (specifically GOBLIN_LACKEY_168194973.XML). This will cause DotP to crash with any version of the game other than Skidrow (which uses an out-dated version of the Steam executable).

Code: Select all
27.04.2014 23:06:04: Medium: System.Drawing - Out of memory.:
   at System.Drawing.Graphics.CheckErrorStatus(Int32 status)
   at System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height)
   at System.Drawing.Bitmap..ctor(Image original, Int32 width, Int32 height)
   at System.Drawing.Bitmap..ctor(Image original)
   at RSN.DotP.WadWrapper.LoadDecks(GameDirectory gdData)
Extra Information:
Unable to load deck: E14_REVENGE_DEMONS.XML in DATA_DECKS_E14
This says you are out of memory so it couldn't finish loading the deck from the Expansion.

Code: Select all
27.04.2014 23:06:05: Low: System.Drawing - Parameter is not valid.:
   at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
   at RSN.DotP.TdxWrapper.MakeBitmapFromA8R8G8B8(UInt32 width, UInt32 height, Byte[] buffer)
   at RSN.DotP.TdxWrapper.ConvertTdxToBitmap()
   at RSN.DotP.TdxWrapper.LoadTdx(Stream strmInput)
   at RSN.DotP.WadWrapper.LoadImageSpecific(String strId, LoadImageType eType)
Extra Information:
Could not load: D14_DACK.TDX in DATA_DECKS_E14
This says it couldn't load D14_DACK.TDX due to an invalid parameter, but since it occurs after several out-of-memory errors this is also likely due to being out-of-memory.

Code: Select all
27.04.2014 23:06:44: Low: D14_501026_EYE_OF_SHADOW_UNLOCK uses a UID that conflicts with D14_501026_EYE_OF_SHADOW.
This means that a UID (Unique ID) was used by both D14_501026_EYE_OF_SHADOW_UNLOCK and D14_501026_EYE_OF_SHADOW (this can cause conflicts and result either in the Deck not loading in-game or the unlocks for the deck not loading for the deck).

Code: Select all
27.04.2014 23:06:47: Low: Unable to find deck with id 14 to associate unlock file E14_ELVES_UNLOCKS with.
This means that there is an unlock file that couldn't be matched with a deck (in this case because the deck couldn't load due to being out-of-memory).

So in conclusion your main problem is that you are running out-of memory trying to load all of the WADs. I keep trying to reduce the memory footprint of the Deck Builder, but unlike the game the Deck Builder has to keep all cards and decks loaded to work with them. The game only needs to load and check the decks initially and later loads the cards once deck(s) have been selected. In this way the game keeps it's memory usage down (it only has to have a select few cards loaded at any given time).
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby NEMESiS » 08 May 2014, 04:08

For some reason I am having problems with your deck builder finding Psionic Blast that I just made. Just note that I made 5 cards at the same time as this one (and many more cards before that) and this is the only one it has ever failed to recognize. I even went and created a new one with a different ID and still nothing. I also have your latest release of the deck builder. Here is the card in reference (Essentially its just Char in blue):

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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="PSIONIC_BLAST_398812" />
  <CARDNAME text="PSIONIC_BLAST" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Psionic Blast]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Salve psionique]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ráfaga psiónica]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Psionischer Strahl]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esplosione Psionica]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[心霊破]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Psionic Blast]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Психический Взрыв]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Explosão Psíquica]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="398812" />
  <ARTID value="398812" />
  <ARTIST name="Douglas Shuler" />
  <CASTING_COST cost="{2}{U}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="TSB" />
  <RARITY metaname="S" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Psionic Blast deals 4 damage to target creature or player and 2 damage to you.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Salve psionique inflige 4 blessures à une cible, créature ou joueur, et vous inflige 2 blessures.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Ráfaga psiónica hace 4 puntos de daño a la criatura o jugador objetivo y te hace 2 puntos de daño.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Psionische Strahl fügt einer Kreatur oder einem Spieler deiner Wahl 4 Schadenspunkte und dir 2 Schadenspunkte zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L’Esplosione Psionica infligge 4 danni a una creatura o a un giocatore bersaglio e 2 danni a te.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体かプレイヤー1人を対象とする。心霊破はそれに4点のダメージを与え、あなたに2点のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Psionic Blast deals 4 damage to target creature or player and 2 damage to you.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Психический Взрыв наносит 4 повреждения целевому существу или игроку и 2 повреждения вам.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Explosão Psíquica causa 4 pontos de dano à criatura alvo ou ao jogador alvo e 2 pontos de dano a você.]]></LOCALISED_TEXT>
    <SFX text="TARGET_PLASMA_PLAY" />
    <TARGET tag="CARD_QUERY_CHOOSE_DEAL_4_DAMAGE" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if ( target_creature ~= nil ) then
       EffectSourceLKI():DealDamageTo( 4, target_creature )
    elseif ( target_player ~= nil ) then   
       EffectSourceLKI():DealDamageTo( 4, target_player )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectSourceLKI():DealDamageTo( 2, EffectController() )
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </SPELL_ABILITY>
  <AI_AVAILABILITY type="in_response" response_source="1" />
  <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
  <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
  <AI_AVAILABILITY window_step="declare_blockers" type="window" />
  <AI_AVAILABILITY window_step="end_of_turn" type="window" />
  <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
  <AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
</CARD_V2>
EDIT: I just found the problem. Your deck builder does not recognize "Special" or S as a rarity (I would guess the game doesn't either). I made it Rare just to test it and it finally found it.

http://gatherer.wizards.com/Pages/Card/ ... eid=108812

I will just use the Uncommon version from the other expansions
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby thefiremind » 08 May 2014, 08:20

NEMESiS wrote:I just found the problem. Your deck builder does not recognize "Special" or S as a rarity (I would guess the game doesn't either). I made it Rare just to test it and it finally found it.
If I remember well, the game itself wouldn't recognize it, either, so it's good you can find the problem from Riiak's deck builder.
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.3.2.0

Postby RiiakShiNal » 08 May 2014, 11:17

NEMESiS wrote:For some reason I am having problems with your deck builder finding Psionic Blast that I just made. Just note that I made 5 cards at the same time as this one (and many more cards before that) and this is the only one it has ever failed to recognize. I even went and created a new one with a different ID and still nothing. I also have your latest release of the deck builder. Here is the card in reference (Essentially its just Char in blue):

...

EDIT: I just found the problem. Your deck builder does not recognize "Special" or S as a rarity (I would guess the game doesn't either). I made it Rare just to test it and it finally found it.

http://gatherer.wizards.com/Pages/Card/ ... eid=108812

I will just use the Uncommon version from the other expansions
Technically, the Deck Builder will still load cards with Rarity "S", but since I didn't code in the special rarity (if I remember correctly DotP 2013 didn't allow it, I haven't checked what DotP 2014 will do with it yet) the card gets CardRarity.None meaning to see it you would need to either turn off filters or use the Advanced filters as there is no code in the Basic filter for a rarity of None or Special (as of yet).

Granted, it is fairly easy to add to the Builder, even if I need to put in a warning (to output to the error log) if DotP 2014 doesn't accept that rarity.
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.4.0.0

Postby RiiakShiNal » 30 Jun 2014, 00:55

Version 1.4.0.0 is now up. Quite a few changes in this version including a pop-up window when errors occur on load (error interface is English only), merging of SPEC data (allows for multiple mods that change the SPEC data to play nice together), and generation of CPEs for any chosen Id Block.

Unfortunately, I did not get to put in all the features I had wanted to for this release such as support for custom card tags and values, dynamic header adjustments, deck updating to new Id block, duplicate card filtering, and an override for deck colour (in-game display only).
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.4.0.0

Postby Zempar » 21 Jul 2014, 17:57

Every time I export a deck to the directory and launch the game, the game sticks to the loading screen and gives me a mini dump. Any solution?
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Re: [REL] Riiak's DotP 2014 Deck Builder v1.4.0.0

Postby RiiakShiNal » 22 Jul 2014, 00:02

Zempar wrote:Every time I export a deck to the directory and launch the game, the game sticks to the loading screen and gives me a mini dump. Any solution?
This is probably due to a mismatched file name/FILENAME issue with a card you used in the deck, check the error log to see if you created a deck with a card that has a mismatch as that would definitely cause the problem.
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